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yuzu
development / development
Developers can talk about upcoming PRs and yuzu developments.
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Downloads should happen on most paths, it may only be this one
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it's funny because I tried the atomic writes branch before and it did not fix the issue
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This whole thing may not even be the cause anyway
5:19 PM
It could still be about bad address translation or something
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Can you add a FlushRegion call here
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And the write shoudln't be here at all
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Write is reasonable
5:19 PM
Very reasonable
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ByLaws
Can you add a FlushRegion call here
you cannot flush from the cpu thread
5:20 PM
you must request it
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Looking at the data it doesn't seem reasonable (edited)
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this is because of supporting OGL (aka another reason to get rid of it)
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Maide
Looking at the data it doesn't seem reasonable (edited)
Thing is the data there may not be data written by the write
5:21 PM
Write might write 10 bytes
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Yeah possibly, but the bind's problems as far as I see is that it's pointing into the middle of a big block of non-vertex buffer data.
5:23 PM
A small write can't save it
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The data is vertex data though
5:23 PM
Right up until it's clobbered
5:24 PM
You said the upload overwrites the valid data
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Blinkhawk
you cannot flush from the cpu thread
OnCPUWrite is called on GPU thread
5:25 PM
It will maybe be slow
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ByLaws
You said the upload overwrites the valid data
On the gpu yeah, but the cpu-side that gets uploaded I mean
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Yeah, and that invalid data I think is a result of that write marking the page dirty
5:26 PM
But not reading back
5:27 PM
Sure the write is small yes
5:27 PM
You're not wrong there
5:27 PM
But if you do tfb on the gpu
5:27 PM
Result is saved to vertex buffer on gpu
5:27 PM
Then you do a CPU write to a tiny part
5:27 PM
But the data isn't on the cpu
5:27 PM
But afaict yuzu doesn't download memory here
5:28 PM
So the write will happen
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FlushRegion crashed
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But it will overwrite the CPU copy
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Maide
FlushRegion crashed
Ugh
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Not inside the call, but in query cache
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Right okay
5:30 PM
I've an idea
5:31 PM
Edit all of these to call read
5:31 PM
Before the write
5:31 PM
Free downloads
5:31 PM
Actually dont
5:31 PM
This is easier
5:32 PM
HandleRasterizerDownload(GetInteger(vaddr), sizeof(T));
5:32 PM
Add this before the InvalidateRegion call
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Wait, I don't think it was your change maybe
5:33 PM
it's still crashing after removing it
5:34 PM
I added a download memory into the cpu write func though
5:34 PM
I think maybe the thing being written is a counter?
5:39 PM
Still broken ByLaws
5:39 PM
With the HandleDownload call (edited)
5:40 PM
Marking region 0x13C7DBF-0x13C7DC0 as cpu modified, and is already GPU modified SynchronizeBufferImpl:1639: BAD1! cpu modified true gpu modified false SynchronizeBufferImpl:1644: Pages 0x13C7DBE-0x13C7DC0 are bad
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HandleDownload though is optimized to only flush once
5:47 PM
you need to do the request logic all the time
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Define all the time, it's being called on every single write?
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nope
5:53 PM
if you are using it to flush when the cpu wants to write a gpu modified page, make the requst and wait manually
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What request?
5:57 PM
What function are you talking about here?
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Maide
Marking region 0x13C7DBF-0x13C7DC0 as cpu modified, and is already GPU modified SynchronizeBufferImpl:1639: BAD1! cpu modified true gpu modified false SynchronizeBufferImpl:1644: Pages 0x13C7DBE-0x13C7DC0 are bad
Ugh
6:53 PM
Why's it doing the same thing
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ByLaws
HandleRasterizerDownload(GetInteger(vaddr), sizeof(T));
Did you do it like this
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Probably cause of what Blink said
6:53 PM
Once it's been called it'll skip subsequent calls to OnCpuRead it looks like
6:54 PM
I dunno the criteria for it to actually forget about a range and call it again tho
6:54 PM
yes I did it like that
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But there's a 1 to 1 assoc... It shouldn't matter i don't think
6:54 PM
Can you try with extreme GPU accuracy
6:55 PM
And my change
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Does extreme do anything here?
6:55 PM
Extreme setting is broken though I'm pretty sure
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Maide
Does extreme do anything here?
Yeah it forces downloads to take a different path
7:00 PM
Unless I'm misreading
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Marking region 0x13C9590-0x13C9591 as TransformFeedbackBuffer gpu modified Marking region 0x13C9590-0x13C9591 as cpu modified, and is already GPU modified SynchronizeBufferImpl:1644: Pages 0x13C9590-0x13C9591 are bad
7:00 PM
It softlocked on the load screen first time, but loaded second time. Same issue though
7:00 PM
I don't understand really enough about yuzu GPU here
7:01 PM
I think this makes sense to be the problem
7:01 PM
But I don't understand why synchronising a buffer isn't making it not GPU modified
7:01 PM
Logically that would have to be the case
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If it's happening, which it seems like it isn't
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Surely it must be
7:02 PM
Idk anymore
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Blink was quite adamant that it wouldn't work, but I'm not sure why either (edited)
7:02 PM
Anyway I really need to sleep, I'll mess with it some more when I wake up.
7:03 PM
As always thanks for the help, always leading me in a good direction 👍
🎉 1
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Affected Build(s)

1475

Description of Issue

game Pokemon Scarlet [0100A3D008C5C000][US][v1.3.1] not start block on choose welcome page !image here work !image ![image](https://github.com/yuzu-emu/yuzu/assets/795...
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What am I even looking at
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I have no idea
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I didn't realize there was an update, I'm going to test it on the chance this is a real issue
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Build Notification BOT 6/21/2023 8:53 PM
Build #20230621.1 part of pipeline yuzu patreon stage1 failed.
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GitHub
Click to see attachment 🖼️
It does not get stuck
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Affected Build(s)

mainline 1475/ EA3699

Description of Issue

bayonetta 2 and 3 are running at about 70 to 80% of full game speed

Expected Behavior

bayonetta 2 and 3 had been working at full speed for months - after tears of the kingdom's official release and first TOK centric update seems to have caused issues

Reproduction Steps

I have tried running both games on both EA and public buil...
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Affected Build(s)

Mainline 1474/ Early Access 3399

Description of Issue

newest builds mention above seems regress rendering of moero crystal h i pisected with pr artifact and #10818 pr artifact seems to cause of regression. before !master_QilOkMEIfC after ![yuzu-msvc-verify-pr10818-20230617-c0c1091b4_N...
11:30 PM
Updates SDL to 2.28.0. This one loads the correct calibration for switch controllers. It also has dualsense edge support along with other miscellaneous fixes. Should be fine to merge.
🥳 1
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Affected Build(s)

Main version e2967c2a65

Description of Issue

Before, I used Miui Global 13.0.3, Android 12, without any configured drivers on Poco X3 Pro. After try a ROM without sucess call "e/os" by Mirena, I install Miui again, but 14. For example, Diablo 3 ran smoothly at 45-60 FPS. Lightweight games like Scott Pilgrim ran at a steady 60 FPS. Now, with Miui Global 14.0.3, Android 13, not onl...
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Build Notification BOT 6/22/2023 4:15 AM
Build #20230622.3 part of pipeline yuzu patreon stage1 was manually stopped.
4:15 AM
Build #20230622.4 part of pipeline yuzu patreon stage1 was manually stopped.
4:15 AM
Build #20230622.5 part of pipeline yuzu patreon stage1 was manually stopped.
4:15 AM
Build #20230622.2 part of pipeline yuzu patreon stage1 was manually stopped.
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@ByLaws so adding a FlushRegion call instead of handledownload fixes it, but I have to kill the optimisation on it to actually make it work
6:28 AM
But it's very heavy duty and destroys perf
6:28 AM
Works at least though, no bad hits at all (edited)
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Hmm, maybe I spoke too soon, using just that fix in a new branch at full speed and it's not resolved.
uncomfortable 1
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Oh no
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So it happens even without the GPU dirty warning?
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Don't know about that, I made a clean branch without all the testing and got it, when I ran around on the original branch with testing I didn't see any and didn't get any warnings, but I did have to run around for a while to get them on the clean branch
9:20 AM
Will have to test it more. Could be in combination with some of the other changes I made along the way (like removing the cached writes)
9:20 AM
Or it's just an FPS problem and the fps is too low on my bad branch now
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pass me the branch and I'll tell you what to add
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But I don't even know what's different
10:27 AM
The two branches should be the same now
10:27 AM
But one works and one doesn't (edited)
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At least you can diff :) (edited)
10:33 AM
I've had cases like that where I deleted the other 🙃
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nvm, I just found it
10:36 AM
One extra thing hidden
10:37 AM
@Blinkhawk buffer_cache.CachedWriteMemory does not work correctly.
10:37 AM
Or maybe it is, but it's what breaks it
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it's not perfectly accurate to be honest
10:42 AM
I wish we could have some inlined mechanism into dynarmic code that could send a write mask
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Maide
Or maybe it is, but it's what breaks it
Naisu
10:48 AM
I'm surprised tbh
10:48 AM
You'd expect more games to be broken (edited)
10:48 AM
But right
10:49 AM
What's causing the bad perf
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I guess gpu write -> cpu write -> use isn't a common pattern
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I saw it a lot
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Downloading mem on every write is causing it i imagine.
10:49 AM
FlushRegion forces a wait
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Affected Build(s)

e2967c2a65 and bcdd35e8be

Description of Issue

Start a game result blackscreen or bootlogo and return to games selection https://github.com/yuzu-emu/yuzu/assets/99563073/6b140303-faaa-40bf-808a-4b1547e61640

Expected Behavior

Supposed to start the game like before. Last build working fine was ea716eb5cc https://github.com/yuzu-emu/yuzu/assets/99563073/01ef7227-9d63...
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Maide
Downloading mem on every write is causing it i imagine.
Hmm
11:19 AM
So
11:19 AM
One thing to keep in mind
11:19 AM
If you do nce
11:19 AM
You have to assume this is the case
11:20 AM
So its probably best to find a way to do this performantly
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Arm code exec
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Native Code Executin
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But first things first
11:21 AM
Download should only block if the memory is GPU dirty
11:21 AM
Is that the case rn?
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for that we need UMA support which makes everything trivial for buffer cache but not that simple on texture cache
11:22 AM
NCE would work with exception handlers and signals
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Blinkhawk
for that we need UMA support which makes everything trivial for buffer cache but not that simple on texture cache
It shouldn't be necessary
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@ByLaws do you guys patch writes in NCE that trigger writes
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Like to solve this
11:23 AM
Ryu manages it
11:24 AM
Skyline manages it ish
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I have no idea how ryu does it though
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Blinkhawk
@ByLaws do you guys patch writes in NCE that trigger writes
No
11:25 AM
Writes hit trap
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ByLaws
Download should only block if the memory is GPU dirty
So this is definitely the first thing to try and look into
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but after they do, you don't patch them?
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You might need some blocking
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Blinkhawk
but after they do, you don't patch them?
No, that would complex
11:26 AM
And not necessarily useful
11:26 AM
Traps work fine enough
11:26 AM
Though memory import is much better
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ByLaws
Is that the case rn?
You do need some locking here, but it shouldn't need any waits in 99% of cases
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ByLaws
So its probably best to find a way to do this performantly
Imma leave it to Blink to fix so it's on him 😛
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It does download only if dirty
11:54 AM
But that's still a lot of downloads if not read
11:55 AM
And it requires disabling our other caching stuff
11:57 AM
Oh, it's a forced wait on the gpu thread, so it blocks regardless of any downloads
11:57 AM
Unfortunately
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Yeah...
12:00 PM
That definitely isn't necessary
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Affected Build(s)

version ec423c6919

Description of Issue

I have selected a folder that has my XCI file in it but Yuzu fails to detect it as a game and instead shows that there are no games in the folder.

Expected Behavior

It should detect the XCI file and let me play it.

Reproduction Steps

Choose a game folder with an XCI game file in it.

Log File

no log file available ### Syste...
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Affected Build(s)

Mainline 1476

Description of Issue

With Direct Pro Controller driver enabled, the emulator freezes (and then "doesn't respond") when a Pro Controller is plugged in USB. It goes back to normal just after unplugging the controller.

Expected Behavior

The emulator not being freezing

Reproduction Steps

Enable Direct Pro Controller driver [EXPERIMENTAL] in Emulation >Conf...
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mazes_83 BOT 6/22/2023 5:14 PM
hi, some advices about what the new submodule: "rx_tzdb". Build system tries to install files on system at configure time
5:15 PM
as a gentoo user I have a system package, and trying to get out the sandbox is not allowed
5:15 PM
I'm having hard time with this one
5:17 PM
I maintain the package, but until now no luck on understanding what the sub-command make install is doing at configure time
5:18 PM
I tried the Arch way, but it also get out of the sandbox
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Makes the applied settings show up in the log file
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mazes_83
hi, some advices about what the new submodule: "rx_tzdb". Build system tries to install files on system at configure time
pretty sure it's intended to skip install rules for submodule build
5:20 PM
# Skip install rules for all externals set_directory_properties(PROPERTIES EXCLUDE_FROM_ALL ON)
5:21 PM
it should not be trying to install anything
5:21 PM
I certainly can build it myself without installing anything
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Build Notification BOT 6/22/2023 5:27 PM
Build #20230622.5 part of pipeline yuzu repository sync was manually stopped.
5:27 PM
Build #20230622.6 part of pipeline yuzu repository sync was manually stopped.
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Affected Build(s)

Mainline 1476

Description of Issue

Peppa Pig: World Adventures: Shadows are not rendered correctly with Vulkan Vulkan: !image

Expected Behavior

OpenGL: !image

Reproduction Steps

Play P...
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Affected Build(s)

Mainline / 1476

Description of Issue

A lot of text is getting truncated when I'm trying to look at the controls UI. Please fix this issue. !Screenshot 2023-06-22 141533

Expected Behavior

It is expected that the control names fit within the given text boxes. Please keep the text scalin...
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Build Notification BOT 6/22/2023 9:26 PM
Build #20230622.8 part of pipeline yuzu repository sync was manually stopped.
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Affected Build(s)

3705/1476

Description of Issue

When launching yuzu.exe from the commandline, the -g argument normally launches the game directly, bypassing the game list. When the option "Create minidump after crash" is enabled in Debug config settings, however, the -g option seems to get ignored, and yuzu launches to the game list. Log's a bit worthless, since the game doesn't launch, but...
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Affected Build(s)

Mainline 1476

Description of Issue

Up until a week ago I was issue free running games through Steam with command line args, but it seems newer versions of Yuzu have broken that for me. On launch I get a 1-2 second white screen with only the yuzu version in the header, before it completely closes. It also seems that having minidump enabled doesn't allow me to launch directly into a...
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Affected Build(s)

1476

Description of Issue

!image

Expected Behavior

graphics messed up see screenshot !image

Reproduction Steps

start the game

Log File

none

System Configuration

CPU: GPU/Dri...
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Build Notification BOT 6/23/2023 4:52 AM
Build #20230623.1 part of pipeline yuzu patreon stage1 was manually stopped.
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Build Notification BOT 6/23/2023 4:55 AM
Build #20230623.2 part of pipeline yuzu patreon stage1 was manually stopped.
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Affected Build(s)

Mainline 1476

Description of Issue

When I finished the gpu driver with dgpu mx150, I can't use multiplayer service. But I can use it with no multiplayer services, and when I play mhgu, I can find any rooms, but I can't join them, it meaned I can't play with multiplayers.

Expected Behavior

It should be worked well with multiplayers online game in mhgu. ### Reproduction Step...
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What feature are you suggesting?

Starting up Yuzu and letting it load for a good minute just to detect a few games takes way longer than it should. I wonder if there is a faster way at speeding that process up

Why would this feature be useful?

Time saved is useful
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Narr the Reg 6/23/2023 11:28 AM
G
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Build Notification BOT 6/23/2023 1:27 PM
Build #20230623.4 part of pipeline yuzu patreon stage1 was manually stopped.
1:28 PM
Build #20230623.5 part of pipeline yuzu patreon stage1 was manually stopped.
1:28 PM
Build #20230623.6 part of pipeline yuzu patreon stage1 was manually stopped.
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Affected Build(s)

1477

Description of Issue

yuzu bug report

Expected Behavior

yuzu bug report

Reproduction Steps

yuzu bug report

Log File

yuzu bug report

System Configuration

CPU: i5-12500H GPU/Driver: rtx 3050 laptop RAM:8 GB OS: windows 11
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Android Studio marked these parameters as errors because it is an instance, not a class, that is being passed from Java. After the pip mute fixes were pushed, Android Studio was able to index the file a little better.
1:54 PM

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Affected Build(s)

Mainline >= 1464

Description of Issue

When I double click the game name, Yuzu crashes. I have a copy of Mainline 1463 and it does not happen.

Expected Behavior

Launch the game properly.

Reproduction Steps

Double click on the game listed (normal start).

Log File

yuzu_log.txt ### System Configurati...
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Affected Build(s)

Mainline 1477, EA 3601, EA 3669, EA 3684

Description of Issue

When playing TOTK, I may be able to go a couple hours or it may only take thirty seconds, but I'll get a sudden FPS drop to 0 and the final line in the log has the DEVICE LOSS OCCURRED! error. Have scoured numerous threads and fixes and tried all sorts of combinations to no avail, it always happens eventually. Fully uni...
6:27 PM
SDL fixed some issues with pro controllers. Since these are the main controllers for switch I decided to include those commits. This PR does the same thing for windows binary https://github.com/yuzu-emu/ext-windows-bin/pull/41
6:31 PM

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Affected Build(s)

Mainline 1434

Description of Issue

I currently am using Vulkan instead of OpenGL, as OGL has been causing some noticeable stuttering. Vulkan runs faster and more consistently but has some disruptive visual bugs. My current graphics config settings are as follows: yuzu Graphics Settings ![yuzu Graphics Settings Menu](https://github.com/yuzu-emu/yuzu/assets/54556163/f8561a47...
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Affected Build(s)

Mainline 1477, probably others?

Description of Issue

On systems without an audio device, games will fail to launch - they get stuck on the 'launching' screen. The log file stops at "Audio.Sink audio_core\sink\sdl2_sink.cpp:SDLSinkStream:60: Error opening SDL audio device: WASAPI can't find requested audio endpoint: Element not found."

Expected Behavior

'Launching' indica...
chu 1
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Includes fixes for other BSD's, and axes shell scripts opting for pure CMake. @jbeich please check if this is sufficient when you have a chance.
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cmake string(TIMESTAMP) support for arbitrary posix timestamps when
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Affected Build(s)

Mainline 2fc5dedf6

Description of Issue

Since around a day ago, Yuzu has stopped launching for me, and windows throws an “entry point not found” error popup. It still runs the updater, and the installation is therefore up-to-date, but once the update is finished, the error occurs. I have tried reinstalling Yuzu, and all the common fixes listed for entry point not found errors. Yu...
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Affected Build(s)

Mainline 1477 / Early Access 3708

Description of Issue

Yuzu closes when opening Tears of the Kingdom, other games work fine. Was working until today. Drivers were updated after the issue showed up and did not fix it.

Expected Behavior

Open the game.

Reproduction Steps

Double-clicking the game or any form of opening the game.

Log File

[yuzu_log.txt](https://gi...
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Affected Build(s)

EA 3708

Description of Issue

3706 FW fixed the problem but latest 3708 CS Beeping noise and crash happen again 🤡 Example: https://youtu.be/YhTsUpFqJ_4

Expected Behavior

3706 FW fixed the problem but latest 3708 CS Beeping noise and crash happen again 🤡 Example: https://youtu.be/YhTsUpFqJ_4

Reproduction Steps

Play normal start Torna the golden country DLC or E...
popkirby 1
deepfried 1
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GitHub
Click to see attachment 🖼️
ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 6/24/2023 3:41 AM
🤡
🤡 4
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Affected Build(s)

Early Access 3708

Description of Issue

I encountered texture flickering issues in densely populated areas while playing TOTK. I have already tried disabling all mods and cleaning the Vulkan cache, but the issue persists. I am not experiencing this problem on Ryujinx emulator with the same settings. https://github.com/yuzu-emu/yuzu/assets/137596056/e9f1c399-227f-4857-b795-93b99f...
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Affected Build(s)

From 1299 till 1477

Description of Issue

When playing Fire Emblem Three Houses on OpenGL GLSL, the game will sometimes freeze during battles. It feels like it has something to do with shader compilation, as it always freezes in scenarios where multiple shaders likely need to be compiled. Sometimes the application recovers after a long period of time (I have had it recover after ...
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Affected Build(s)

1478

Description of Issue

In mainline 1477 and 1478, some users have been getting a crash in ssbu while loading. This was not happening in 1476. We caught a minidump and it's crashing somewhere in the audio code, from build 1478. yuzu-crash-20230624155718.zip

Expected Behavior

Pro...
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With new SDL version joycons stopped working correctly. Address this by updating the flags. Battery level is also a proper event now. So update it like any other input as well. There's one bug remaining. Player leds are always off on switch controllers. This needs to be fixed upstream so I will address that issue in another PR.
inklingDance 1
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Affected Build(s)

Mainline 1478

Description of Issue

When using a save from a real switch the weapon icons will randomise or just turn completely different.

Expected Behavior

The weapon icon to represent what the weapon is, instead of something else.

Reproduction Steps

Use JKSV to get the save from your switch, then put this save into yuzu and launch the game. When ingame go look at the...
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let me guess, async shader
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Some 3rd party controllers don't accept commands. I have reduced the number of attempts to obtain valid data and disabled most commands to minimize the stutter caused by attempting to configure the controller. SetPollingMode also forwards the failure so that EmulatedController can properly restore the previous state. This fixes missing input when the controller fails to use NFC. If the game stops polling for amiibos while an amiibo was in range, the amiibo is lost but never signaled. ...
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Affected Build(s)

Mainline e2967c2a65

Description of Issue

I sent debug logs using two POCO F3 devices, each with a different driver and the only difference between them being the RAM size (one has 8GB and the other has 6GB). Despite this, I kept encountering an error message that reads: "[ 58.004779] Debug common/host_memory.cpp:operator():443: Assertion Failed! mmap failed: Out of memory". ...
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Pharynx
let me guess, async shader
Can we just remove the option?
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GoldenX86_64 6/25/2023 7:55 AM
what's the replacement
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Async shader is amazing in some games, you can't just remove it! 🥹
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Woudln't want a replacement cause it's just a massive hack
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to be fair it's not that massive
8:06 AM
if (!compiled) dont draw;
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Yeah which causes huge problems when the game neds something drawn and then does readback
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i thought the whole reason we were able to add it in the first place was because we could tell if the game needed to do that or not
9:01 AM
and selectively say whether to synchronously compile it
9:01 AM
We don't know the future
😂 1
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maybe ognik or epicboy can answer on this
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I mean if we knew that it shouldn't have any issues vs not using it and should be the default, and also not be a setting
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toast2903
i thought the whole reason we were able to add it in the first place was because we could tell if the game needed to do that or not
yep, the heuristic is that fullscreen tris / quads need to be drawn and other stuff does not
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thank you
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Maide
Woudln't want a replacement cause it's just a massive hack
Tbh you'd probably get something close to equivalent stutter wise with a pipeline state cache
9:35 AM
Which isn't such a hack
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We have that don't we?
9:36 AM
Unless you mean somethingl ike the pipeline library ext and keeping compiled pieces around
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Maide
We have that don't we?
Not a redistributable one
9:37 AM
Redistributable one would just keep the state blobs but not hold shader code, just hashes
9:38 AM
Then as soon as you discover a shader you can compile every single pipeline that uses it
9:38 AM
And you can even scan GPU memory around existing shaders (edited)
9:38 AM
To get other ones before they're even used (edited)
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Looked at cb uniforms again btw, even with 16 size it doesn't help
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Anyone tested on mobile?
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Not yet I don't think
9:57 AM
Can't really PR it if it destroys desktop perf tho
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I think scheduler tick is wrong still
10:07 AM
But that's the major bottleneck to it all, because it invalidates constantly.
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Maide
But that's the major bottleneck to it all, because it invalidates constantly.
Thing is
10:15 AM
Before there was no invalidation
10:15 AM
At all
10:15 AM
It did the copy for every usage
10:15 AM
And it is supposed to invalidate constantly
10:15 AM
Every 4000 or so draws it will
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That never ever gets hit
10:18 AM
We're very lucky to get 10 draws without an invalidation
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Wait what
10:25 AM
Huh
10:25 AM
Are you sure
10:25 AM
What's calling it that much
10:25 AM
That's like a crazy amount
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Every time we call .Finish, which is on every download for example
10:36 AM
10 was an understatement, but certainly 30 is quite rare
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Maide
Every time we call .Finish, which is on every download for example
Wait so you often make a new command buffer every 30 draws ?
10:47 AM
Surely not
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Not sure what you mean by "make a new command buffer", but we do queuesubmit and invalidate the state (edited)
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That switches to a new command buffer..
10:48 AM
But if you're doing that then that will destroy perf an equal amount to buffer updates on mobile
10:48 AM
I'd look into ways to not have finish be called so much
10:49 AM
Wait finish stalls everything
10:49 AM
That can't be called often
10:50 AM
You'd see it in profiler (edited)
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I'll add some logging and check it in SMO
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Are you sure that's called every 30 draws?
10:50 AM
That seems unreasonable
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Yeah ok, in-game it's not called that much.
10:53 AM
It is in other places (like boot)
10:54 AM
But not on the metro scene
10:56 AM
Seems to be about ~900 draws
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Finish is called every 900 draws?
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On average when standing still in the metro checkpoint yeah
10:56 AM
Called more often than that sometimes
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So after 900 draws, the CPU halts to wait on gpu
10:57 AM
That's like
10:57 AM
Probably not good
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~45 at this other point
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This is a hack
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During the intro splash screen it's every ~30
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But can you you make finish do nothing
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And for a bit it's every 3 draws lol
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I don't understand why finish is called so much
10:59 AM
So it may not br finish?
10:59 AM
It could be flush
10:59 AM
Can you log eaxh
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That's true
11:00 AM
I'll log it in just finish rather than flush
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Waits are actually a lot worse
11:53 AM
Yeah ok, we only rarely call finish, we do wait on the ticks every ~900 draws though
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Affected Build(s)

Mainline 1478 / EA 3708

Description of Issue

The game instantly crashes when I try to load a save in the overworld. Loading a game in small areas (starting area or inside shrines) works and then immediately crashes when going out in the overworld It affects vulkan only. OpenGL works, albeit with graphical glitches and very low performance. ATSC DECODER is disabled I've tried t...
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Affected Build(s)

Mainline Android

Description of Issue

Game doesn't boot. I tried all latest drivers and latest key

Expected Behavior

It should boot tho

Reproduction Steps

    Log File

    [ 0.005736] Frontend main/jni/native.cpp:RunEmulation:508: starting [ 0.006066] Config main/jni/config.cpp:LoadINI:46: Successfully loaded /storage/emulated/0/Android/data/org.yuzu.yuzu_emu/fi...
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    What feature are you suggesting?

    Using the Pro Controller - XBOX Controller in settings is correctly working with the built in Asus ROG Ally Controller. But the Bosch gyro is not detected, so motion control is not working.

    Why would this feature be useful?

    Asus ROG Ally is a new windows 11 handheld, (mainly) used for emulators and XBOX games
    Avatar
    It is not obvious how left controller should be set up. Clarify message and mention that it should be left physical, but dual emulated according to the this comment. Without this clarification one might think to set up left controller as dual both physical and emulated, and this won't work. In fact, this confusion has already happened as we can see from comment history on the same issue #8489.
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    Affected Build(s)

    master 6e293be20bf958a5a8ee940ff1a0e01d81d44ef4 (June 18, 2023)

    Description of Issue

    On one of Fire Emblem Three Houses's menu screens, the log gets spammed with tons of GetCurrentIpAddress messages. This is the affected screen: !Bildschirmfoto vom 2023-06-25 19-01-29 ### Expected Behavio...
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    Affected Build(s)

    Early Access 3708

    Description of Issue

    Hello, Sonic Origins game is experiencing some issues. The game does not save progress. There is a ring on the game's HUD that indicates when the auto save is saving, and in the case of the yuzu it stays 100% of the time (not normal behavior, normally it stays for a few seconds and it already saves and the autosave ring disappears) therefo...
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    Affected Build(s)

    Mainline 1478 / Early Access 3708

    Description of Issue

    When Yuzu is launched through Steam, it fails to load Tears of the Kingdom. After sitting through an extended "Launching..." sequence, it cuts to a black screen for upwards of 5 minutes. Then the main menu of TOTK is displayed, but attempting to start a new save or load a save will cause an extended TOTK loading screen, which ...
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    This implements some missing network APIs including a large chunk of the SSL service, enough for Mario Maker (with an appropriate mod applied) to connect to the fan server Open Course World. Connecting to first-party servers is out of scope of this PR and is a minefield I'd rather not step into. ## TLS TLS is implemented with multiple backends depending on the system's 'native' TLS library. Currently there are two backends: Schannel for Windows, and Ope...
    Yay 1
    👀 7
    8:05 PM

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    Affected Build(s)

    Mainline 1478

    Description of Issue

    Persona 5 Royal crashes after a few minutes of working. It'll work fine, you can walk around in areas, the textures are a bit messed up but it's not too much of an issue. But whenever loading areas like buildings, cutscenes, etc, the game will freeze, and after a few seconds of nothing, it'll crash. I've been playing this game on yuzu for quite s...
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    Affected Build(s)

    1478

    Description of Issue

    see what the devs say. [10:04 PM] as far as i know, odyssey is expected to work with your hardware [10:05 PM] include the log, mention that it's not working on any recent yuzu build, and that you ran through a few things in the support discord. [10:06 PM] (including clearing shaders, etc) It works on 1276 but doesnt work on any of the other ear...
    prometheus 1
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    Affected Build(s)

    1477

    Description of Issue

    The current config format uses numerals for settings with multiple options. This causes unwanted settings to changes when options get added or removed. For example, updating from a version that doesn't have 1.5x resolution as an option to a version that does, lowers any resolution of 2x or higher. Or course the same happens when downgrading versions. ...
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    Here's a fun one. Nvidia's OpenGL drivers see a significant performance uplift in shaders using local memory if the previous shader that was executed uses more local memory (sort of..) To take advantage of this discovery, this change introduces a dummy shader that allocates the maximum allowed local memory, but returns immediately without executing. This tricks the driver into boosting the performance of the later executing shaders which use local memory. Here's a local memory tortur...
    sanic 5
    epicfish 1
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    GoldenX86_64 6/25/2023 11:46 PM
    Who said driver bugs are a bad thing
    smug 1
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 6/25/2023 11:51 PM
    That's hilarious
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    Affected Build(s)

    Mainline 1478

    Description of Issue

    Marvel Ultimate Alliance not running anymore, just closes after launching. Received this error window. !Screenshot 2023-06-25 211706

    Expected Behavior

    Used to run well

    Reproduction Steps

    Just trying to run the game

    Log File

    [yuzu_log.txt]...
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    Self compiled build of current master state invalidated most of my games except 2 chu
    4:50 AM
    kek 1
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    We won't give you support on that build
    4:51 AM
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    B- but its official 🥹
    kek 9
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    Does removing the directory and readding it fix them?
    Avatar
    Moved 2 of them to another folder, but still cant read
    4:56 AM
    I wonder if AS broke it. Ill redo.
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    As long as it didn't somehow corrupt your files you should be good
    4:57 AM
    Do you have any updates/DLC applied?
    Avatar
    Hmm as far as i remember just MK8 and Dead cells
    4:58 AM
    Its 18 games out of 20 showing up like that
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    SleepingSnake 6/26/2023 9:22 AM
    Kinda looks like what happens over on Citra when you don't provide decryption keys for encrypted titles. Since Switch games can't be dumped decrypted, maybe try readding your keys?
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    Decrypted ROMs do exist
    9:23 AM
    Yanu generates them when updating games or repacking them to be not sparse
    9:23 AM
    They don't work in yuzu though
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    ByLaws
    Decrypted ROMs do exist
    SleepingSnake 6/26/2023 9:25 AM
    Oh, my bad. I'm by no means an expert on the Switch side of things. Thanks for the correction 👍
    Avatar

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    Affected Build(s)

    Mainline 1478

    Description of Issue

    In Event Viewer: 日志名称: Application 来源: Application Error 日期: 2023/6/26 19:09:38 事件 ID: 1000 任务类别: (100) 级别: 错误 关键字: 经典 用户: 暂缺 计算机: DESKTOP-2ON9CLD 描述: 错误应用程序名称: yuzu.exe,版本: 0.0.0.0,时间戳: 0x6496e788 错误模块名称: amdvlk64.dll,版本: 27.20.11028.10001,时间戳: ...
    Avatar

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    Affected Build(s)

    all android builds

    Description of Issue

    • plugging or unplugging headset with make audio disappear while in-game
    • while in-game... entering settings and coming back to the game make the audio disappear
    • screen recording while in-game does make audio disappear too (if you start SR first and use yuzu after... audio is played and captured normally)

    Expected Behavior

    contin...
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    Affected Build(s)

    mainline-1477

    Description of Issue

    The player LED will be off when using the controller from mainline-1477. Using SDL2 of mainline-1476 can restore normal.

    Expected Behavior

    none

    Reproduction Steps

    none

    Log File

    [ 0.154191] Input input_common\drivers\udp_client.cpp:UDPClient:139: Udp Initialization started [ 0.154203] Input input_common\drivers\udp_client...
    Avatar

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    Affected Build(s)

    Mainline e2967c2a65.ver 2023/06/21

    Description of Issue

    When I try to load a saved game in Pokemon Brilliant Diamond on android, the app crashes. I am able to open up and play pokemon brilliant diamond on a new save file. I can do everything in the game and then I go to save the game which works and I close the app. When I come back to the game I get to the title screen and it...
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    Build Notification BOT 6/26/2023 6:31 PM
    Build #20230626.1 part of pipeline yuzu patreon stage1 was manually stopped.
    6:32 PM
    Build #20230626.2 part of pipeline yuzu patreon stage1 was manually stopped.
    6:32 PM
    Build #20230626.3 part of pipeline yuzu patreon stage1 was manually stopped.
    6:33 PM
    Build #20230626.4 part of pipeline yuzu patreon stage1 was manually stopped.
    6:34 PM
    Build #20230626.5 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    finally unclogged the pipeline
    🎊 6
    Avatar

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    Affected Build(s)

    Early Access 3708

    Description of Issue

    The game will always crash after an hour or two, but never during normal gameplay, only while loading a stage. In adventure mode, 2d map will randomly show garbled textures, indicating that the crash will occur if you try to load a stage. Emulator settings: CPU Accuracy = Auto Graphics Settings: ![pic 1](https://github.com/yuzu-emu/yuzu...
    Avatar

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    What feature are you suggesting?

    Since Android version 11+ strictly restricts each app to access only one built-in hidden directory for storing app data, apps must obtain authorization to read and write to other folders. However, in the Android version of Yuzu, the "user" folder is stored in a hidden built-in folder, while the game folder is stored in any external folder with authorized read access. I...
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    Games on android will fail to load game data and metadata without this change. I'm not familiar with the vfs here but switching back to this way of getting size works. I'd definitely want @liamwhite to check this out to make sure I didn't break anything else.
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    Build Notification BOT 6/27/2023 3:34 AM
    Build #20230627.1 part of pipeline yuzu patreon stage1 was manually stopped.
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    @KIMCHI ^ fixes title cards
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    Pharynx
    @KIMCHI ^ fixes title cards
    nice ill check it out
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    Yep all games are fixed 🙂 Gj whoever fixed
    Avatar

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    Affected Build(s)

    e2967c2a65

    Description of Issue

    Information introduction:

    Phone model: Xiaomi Redmi K30S Ultra System version: MIUI EU 14.05.0 (Android 12) Software version: yuzu Emulator (Google play e2967c2a65) Software that has been tested for normal use (download from Google play): PPSSPP, Citrate

    Problem Description:

    Download Yuzu from Google play, install the firmware and key as r...
    3:02 PM
    they probably used google translate for their issue
    Avatar
    Build Notification BOT 6/27/2023 3:22 PM
    Build #20230627.2 part of pipeline yuzu patreon stage1 was manually stopped.
    3:22 PM
    Build #20230627.3 part of pipeline yuzu patreon stage1 was manually stopped.
    3:23 PM
    Build #20230627.4 part of pipeline yuzu patreon stage1 was manually stopped.
    3:23 PM
    Build #20230627.5 part of pipeline yuzu patreon stage1 was manually stopped.
    3:24 PM
    Build #20230627.6 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar

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    Affected Build(s)

    Mainline 1478

    Description of Issue

    Hi ! I'm encountering a graphics bug on Zelda Tears of the Kingdom, using OpenGL. Shadows and lights flicker constantly. To my dismay, I can't use Vuklan, which only displays black textures. It look like the issue #1032 but much more frequent and violent. Plus, the solution provided for this issue does not work. ![image](https://githu...
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    Affected Build(s)

    yuzu 1479

    Description of Issue

    I've been testing this issue with the older versions, and it seems with the newer versions of Yuzu my Dualsense vibration is not adjustable like it is set always on 100% and changing the scale doesn't help, neither via cable or Bluetooth. I've actually been only testing this issue on the latest version of The Legend of Zelda: Tears of The Kingdom....
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    (closed, not merged)
    8:38 PM
    It is still relevant
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    Affected Build(s)

    mainline e2967c2a65

    Description of Issue

    when play VN games, background become flickering at random area nekopara vol 1: https://github.com/yuzu-emu/yuzu/assets/79812109/587167a5-2330-463c-b442-09a58131aefe Planetarian: https://github.com/yuzu-emu/yuzu/assets/79812109/70ad0bb8-34e3-477f-9075-0b075c87c0c5

    Expected Behavior

    it should not flickering ### Rep...
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    Windows will let you select time zones that will fail in their own C++ implementation library. Evidently from the stack trace, we get a runtime error to work with, so catch it and use the fallback.
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    fwiw the time zone i found that causes the issue behind this pr exists in our own time zone data, Africa/Juba
    9:44 PM
    was #9663 not passing CI when it was merged?
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    might have been older version of clang format
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    Narr the Reg 6/27/2023 9:47 PM
    The PR was quite old. Maybe stuff changed. Let me quickly address that
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    i rebased on older master since whatever the error might be isn't my own
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    Seems like clang format didn't catch these on #9663
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    github does not let you drop unrelated commits from a pr apparently
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    • Use tab everywhere because git submodule add ... always inserts tab.
    • Some usernames in repo url have changed.
    • Add the .git suffix in all url.
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    @Morph https://github.com/yuzu-emu/yuzu/pull/10930#discussion_r1244428101 can you explain why we need <future> here?
    11:00 PM
    as i look at it, i do see that i need to move those includes inside of the ifdef
    11:00 PM
    but according to cppreference, future is a thread support header? (edited)
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    @toast2903 oh my bad, it was supposed to be <version>
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    oh okay, that makes much more sense
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    idk why I thought future lol
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    it's no problem lol
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    Morph
    idk why I thought future lol
    It was for the future, there was no way you could know right now, duh!
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    It turns out that AMD had the equivalent of Intel's waitpkg instructions since 2015, starting with the AMD Carrizo CPUs. In light of this, we are using these instructions to emulate the behavior of the TPAUSE instruction in #9982 to bring in significant power savings for AMD CPUs, which should benefit handhelds such as the Steam Deck (running Windows), and the recently released ROG Ally and other power/thermally limited systems. Thanks to @goldenx86 and @gidoly for testing this, and @g...
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    GoldenX86_64 6/28/2023 6:05 AM
    Ryzen laptop and Rog ally users rejoice
    Avatar

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    What feature are you suggesting?

    When adjusting button positions now, the D-pad moves as a whole, but the ABXY buttons move individually, which can result in their layout no longer being perfect. !微信图片_20230628141619

    Why would this feature be useful?

    • Easier adjustment of button layout.
    • Treating obsess...
    6:27 AM
    Turns out the errors reported by the driver where mismatched. Fixed this by removing the struct. When scanning for the ring it's possible to get no response. This was being treated as an error. This fixes the ring detection by allowing timeout errors and letting the code try again. I also added a description to DriverResult::InvalidHandle
    ❤️ 1
    Avatar

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    What feature are you suggesting?

    Much-needed overhaul specifically targeting the touch-screen overlay provided in the Android release.

    Functional:

    Feature Request: show pad vibrations on-screen
    • Vibration graphics/tooltip display if the device in use does not contain a motor (or otherwise if the user just wants to view the feature). Perhaps ...
    Avatar

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    Affected Build(s)

    Mainline 1479 / EA 3714

    Description of Issue

    The Ring-Con no longer works in Ring Fit Adventure as well as in the Ring-Con driver configuration menu. It usually works when I set both P1 and P2 as dual joycons (both input and emulated), but this also doesn't work when I trying setting P1 to the right joycon (input and emulated) and P2 to left joycon input and dual joycons emulat...
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    Affected Build(s)

    Mainline 1478

    Description of Issue

    As in issue #8489 , the user Kurixu add a new issue: https://user-images.githubusercontent.com/54726974/243053580-c38c224f-3a37-4326-9a8e-0e549318ddb7.png When in test dialog, I can see the value, but pull/push don't work, only rotate can change the test value. https://user-images.githubusercontent.com/547269...
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    Affected Build(s)

    Android e2967c2a65

    Description of Issue

    When the actual game starts, it's not actually rendering. There's basically a single color spread across the screen. The color changes while the game runs.

    Expected Behavior

    The game should actually render.

    Reproduction Steps

    Start a new game in Stick of Truth

    Log File

    How do I export these from the app? ### System Config...
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    This PR adds a mechanism to store small CPU writes when a GPU page is being written by the GPU. It assumes coherency happens at a cache line level (64 bytes). If the page is not contested it will be fully invalidated. This fixes:
    • Pokemon Violet and scarlet Vertex explosions (keep it at High accuracy for god's sake).
    • Rain/Snow in Zelda BotW and TotK.
    • Weird particle movement in SMO.
    • Particle corruption in Zelda TotK.
    • Corrupting Thumbnail in Xenoblade DE.
    • Eyebrow animation i...
    prometheus 3
    Avatar
    Now within the Input Overlay file, there is a version that will determine when the overlay will be reset. This is intended for breaking changes like the ones we had with the additions of percentage based layouts or the addition of foldable/portrait layouts. This also includes L3/R3 buttons with icons provided by @Schplee !Screenshot_20230628-145030
    suave 2
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    GitHub
    Click to see attachment 🖼️
    L3/R3 users rejoice kek
    Avatar

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    Affected Build(s)

    Mainline 1478

    Description of Issue

    On game launch, music starts playing but screen stays blank (black).

    Expected Behavior

    On game launch, loading screen should appear and game should eventually get into menu.

    Reproduction Steps

    1. Dump a ROM of Life Is Strange 2 (I did from eShop) 2. Attempt to boot it in Yuzu with any configuration (Vulkan/OpenGL, any precision for G...
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    Specifies the permissions needed for the changes to foreground services in Android 14.
    👀 1
    thonking 1
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    Not to be a downer but Android 14 is a pretty minor release and means virtually nothing to yuzu (at least it doesn't introduce something like scoped storage)
    🆗 2
    O_ 1
    O2 1
    andydab 3
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    it's my favourite release in a long time tbh
    9:12 PM
    theres this one really cool part to it
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    I never expect much from an OS release, honestly
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    it kinda feels to me like google has cut the android teams budget, recent updates have all been very minor
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    ByLaws
    it's my favourite release in a long time tbh
    Oh? What is it?
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    t895
    Not to be a downer but Android 14 is a pretty minor release and means virtually nothing to yuzu (at least it doesn't introduce something like scoped storage)
    And I guess for anyone who's interested, this is a good thread to track all of the changes in Android 14 https://twitter.com/MishaalRahman/status/1666498648564195369?t=u1Tdo222CYCJnZSmcO_OEg&s=19
    Here is what's new in Android 14 Beta 3 🧵
    Likes
    800
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    t895
    Oh? What is it?
    ㊙️
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    Drivers after 23.5.2 like 23.10.01.41 or current Windows Insider drivers have broken colour blending in extended dynamic state. Adding a check to disable it for now. Solves rendering issues in Tears of the Kingdom with at least RDNA2 and older GPUs: !amdbug !amdfix
    🌝 1
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    Affected Build(s)

    Early Access 3715

    Description of Issue

    The game won't boot, it's stuck on the loading screen. Then, the windows page file size starts to get bigger and bigger, and at about 30 GB the emulator finally crashes.

    Expected Behavior

    The game boots normally

    Reproduction Steps

    Just try to boot the game.

    Log File

    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/11...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early Access ddcc958336 / Mainline e2967c2a65

    Description of Issue

    When attempting to load the product keys file on my Samsung Galaxy S23 Ultra, clicking on the file will not load the keys into the application. I have attempted using both mainline and early access yuzu from the Play store, as well as verifying that the keys are properly dumped by making sure they load on other ...
    12:25 AM
    The API for accessing the total amount of system memory has not allowed apps to see memory hidden from the kernel until API 34 (Android 14). As a result the memory warning would appear inaccurate and inconsistent between devices. (Reports 7/8GBs on my Pixel 7 and 6/8GBs on @goldenx86 's S23) If there is a way to get the full system memory amount on lower API levels (there has to be since apps like CPU-Z have been around for ages and I think you could do this via JNI), I'll just add it late...
    Avatar
    GoldenX86_64 6/29/2023 12:26 AM
    and people ask why i don't start the progress report until the 1st
    Avatar
    @Tuxifan you can ask questions about nvservices here if you want
    Avatar
    Thanks
    Avatar
    Avatar
    Tuxifan
    Thanks
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 6/29/2023 1:10 AM
    WaveWaveWave
    Avatar
    replying to: https://discord.com/channels/398318088170242053/402001453381713920/1123782012487094302 The Switch runs a Microkernel too? Nintendo really seems to love Microkernels. The 3DS runs one too (probably the most complex one so far due to arm9/arm11 seperation) and the Wii U as well, if I am not mistaken. And the Wii had this weird IOS thing. I heard it's similar to the one on the 3DS, that's why Yuzu was based on Citra, right? (edited)
    1:14 AM
    switch operating system is a direct descendant of 3ds
    1:15 AM
    the kernel has a lot of syscalls in common
    1:15 AM
    but the switch is much better architected, both hardware and software
    1:17 AM
    nintendo's code quality for the kernel and for services is honestly top notch
    1:17 AM
    we do not do it justice in this project
    Avatar
    Avatar
    Pharynx
    nintendo's code quality for the kernel and for services is honestly top notch
    Wow, but on the 3DS the hardware team seems to have screwed over the software team quite badly. One unfixable exploit entrypoint was the GPU (to which arm11 games have full access) having full access to part of the "privileged" part of the arm11 RAM that had some privileged services in it. Speaking of GPU, what API is Nintendos proprietary graphics API the closest to? Since the Switch supports Vulkan, I guess it's Vulkan? Or is it more like a "subset" API like OpenGL ES is to OpenGL Desktop? Trying to understand their motivation for developing their own graphics API. (edited)
    Avatar
    Avatar
    Tuxifan
    Wow, but on the 3DS the hardware team seems to have screwed over the software team quite badly. One unfixable exploit entrypoint was the GPU (to which arm11 games have full access) having full access to part of the "privileged" part of the arm11 RAM that had some privileged services in it. Speaking of GPU, what API is Nintendos proprietary graphics API the closest to? Since the Switch supports Vulkan, I guess it's Vulkan? Or is it more like a "subset" API like OpenGL ES is to OpenGL Desktop? Trying to understand their motivation for developing their own graphics API. (edited)
    nvn is closest in spirit to opengl
    1:37 AM
    it differs by making memory allocation explicit and having an explicit command buffer
    1:38 AM
    the reason they would make their own API here is that vulkan adds a bunch of useless boilerplate and opengl is wasteful and does not come close to exposing all the functionality of the GPU
    1:40 AM
    the switch does have both opengl and vulkan drivers, and some games use those, they just are not used for system software
    1:41 AM
    games which use cross-platform engines (unity, unreal) will use nvn
    1:41 AM
    this makes up the majority of titles
    1:41 AM
    and of course, games nintendo developed for the switch will use nvn
    Avatar
    Makes sense. I find these systems really interesting, probably mostly because it's hard to find info on them 😅 I was thinking, once I've gone through my current AI phase (where I am mostly learning about GPUs right now...), I might dive into developing on emulators. Probably Yuzu, and I already have a mission. Guess you know these weird motivation spikes you get at almost 4 AM right? Thank you very much for explaining!
    Avatar
    the graphics driver any given program uses is embedded into its executable
    1:48 AM
    this means that system upgrades shouldn't break rendering in games
    1:48 AM
    the interface with the gpu hardware is through nvservices and that API is abstract enough not to need any updates
    1:49 AM
    map/allocate GPU memory, submit command buffer
    Avatar
    Wow, that's an interesting concept. And it makes total sense since the hardware is always going to stay the same.
    1:52 AM
    I need to sleep now tho, can already hear the birds chirping outside 😉 Always a good sign to get some sleep.
    Avatar
    Minor teaks to mouse input calibration. Removes all magic numbers from the code. Allows to return to center when using a deadzone. Motion input is now in the correct sensitivity.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    ddcc958336

    Description of Issue

    Star Wars Jedi Knight Jedi Outcast 2 (OpenGL game) worked fine with minor textures glitches previously. This update exacerbated the issue. On both prop and Turnip. Turnip https://github.com/yuzu-emu/yuzu/assets/81425424/4ade92c0-09a7-441e-84bc-af94b57adb65 ![Screenshot_20230629_122923_org yuzu yuzu_emu ea](https://github.com/yuzu-emu/yuzu/a...
    Avatar
    Avatar
    Pharynx
    and of course, games nintendo developed for the switch will use nvn
    With some exceptions. N64 emulator and Super Mario 3D All Stars use Vulkan.
    8:29 AM
    Both are developed by Nintendo Europe's development division
    Avatar
    Avatar
    Blinkhawk
    With some exceptions. N64 emulator and Super Mario 3D All Stars use Vulkan.
    those arguably are not games developed for the switch 🙂
    8:37 AM
    (developed for the N64, GameCube, and Wii respectively)
    Avatar

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    Affected Build(s)

    All Android Versions

    Description of Issue

    In any match with Fog of War it will cover the entire map. including areas that should be visible with no fog of war around the players units that have vision. Device Type - Z fold 4

    Expected Behavior

    Fog of war should be covered around map except where the players units has visibility.

    Reproduction Steps

    Playing any match...
    Avatar
    Android Gradle plugin 8.0.2 is designed for API 33, but a newer plugin hasn't been released yet. The warning message is rather extravagant, but also suggests adding this property if you are aware of the risks.
    ``` You are strongly encouraged to update your project to use a newer Android Gradle plugin that has been tested with compileSdk = 34. If you are already using the latest version of the Android Gradle plugin, you may need to wait until a newer version with support for compile...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1481

    Description of Issue

    Whenever i start getting close to some signposts and other objects in Hateno Village they kind of flicker, and disappear and then appear quickly, i noticed this recently but i'm not sure if its a recent issue or i just didn't notice.

    Expected Behavior

    The signposts shouldn't flicker.

    Reproduction Steps

    Just walking alongside the main ...
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    Affected Build(s)

    Early Acces ddcc958336

    Description of Issue

    the game has a problem with texts and low fps

    Expected Behavior

    it should look like this skyline stock driver v502 qualcomm !Screenshot_20230629-094924_Skyline_Edge ![Screenshot_20230629-095018_Skyline_Edge](https://github.com/yuzu-emu/yu...
    Avatar

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    Affected Build(s)

    Early Access 3720

    Description of Issue

    Xenoblade Chronicles: Definitie Edition crashes at the Intro Cutscene (CTD). The whole emulator crashes and has to be restarted.

    Expected Behavior

    Play the cutscene without CTD.

    Reproduction Steps

    Crashes everytime after the loading screen, when the intro cutscene is about to start.

    Log File

    [yuzu_log.txt](https://github.com...
    Avatar

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    What feature are you suggesting?

    As far as I can tell, when you map gyro input to the mouse, it hard codes which gyro axis goes to which mouse axis. This makes it useless for some games. Potentially relevant feature request: #9956

    Why would this feature be useful?

    More flexibility in how users can set up controls is always a good thing, and it makes the feature more broadly usable. For exampl...
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    Affected Build(s)

    Early Access 3720

    Description of Issue

    I received a crash when playing the Pikmin 4 demo (occurred right after defeating the first spiky enemy). I am also now unable to load the save file.

    Expected Behavior

    The game does not crash.

    Reproduction Steps

    Play the Pikmin 4 demo up to the first large spike enemy.

    Log File

    ``` [ 139.286666] Render.Vulkan video_core\re...
    Avatar

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    Affected Build(s)

    Early Access -217e958a9-

    Description of Issue

    Visual artifacts on the latest version(on turnip drivers, proprietary seems fine); were not present before. !Screenshot_20230629_172218_yuzu

    Expected Behavior

    Before the update ground textures were still messed up, but there weren't repeat...
    Avatar
    sounds like a bug in turnip
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1481 and before.

    Description of Issue

    I've encountered an issue with the audio. It only happens with Yuzu, other games or audio sources in my pc don't mess up the output. Neither does the PS4 when the speakers are extracting audio from the monitor. My setup includes speakers, which take the audio from my monitor via 3.5mm jack, at the same time this one taking the audio/...
    Avatar
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    Pharynx
    sounds like a bug in turnip
    Can almost guarantee it is, 7XX support is still very new
    Avatar
    @ByLaws it's broken only on S8Gen2 though, the same drivers on S8Gen1 are fine last I checked
    smoothreaction 4
    bruhdogo 5
    myhonestreaction 2
    mjolnir 1
    Avatar
    I haven't used the revision yet, only the first version, and saw multiple issues not present on the standard device drivers
    Avatar
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    bunnei
    @ByLaws it's broken only on S8Gen2 though, the same drivers on S8Gen1 are fine last I checked
    I'm wrong, you're right lol
    3:22 AM
    Just so happened that my S8Gen1 was on working drivers and my S8Gen2 was not
    3:23 AM
    and 6xx qcom drivers are fine
    pi_pokeball_1 2
    Avatar
    Also, remove the use of ScratchBuffer when upmixing, as other channels may not be initialized with zeroed out data. Note: This may resolve several unexplainable crashes and memory corruption unrelated to audio. Fixes #10900 Fixes #10965
    🎉 4
    Avatar
    Thanks to @lionellion for bearing with me for the past few days
    👍 1
    Avatar
    @Morph where was the OoB?
    1:50 PM
    And why bring back the vector?
    1:51 PM
    Oh, iterating to the new size instead of the old, but that would be an OoB read rather than write
    Avatar

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    Affected Build(s)

    EA 3727

    Description of Issue

    After clicking "New Game" the game crashes with a critical video device loss. Intro cinematic plays out fine, but hard crashes after new game.

    Expected Behavior

    The game would continue into the next segment which includes a cinematic of a book

    Reproduction Steps

    Start the game Reach the main menu C...
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    Affected Build(s)

    Early Acces ddcc958336

    Description of Issue

    the game hangs creating save file !Screenshot_20230629-192552_yuzu

    Expected Behavior

    that shouldn't happen

    Reproduction Steps

    play normally

    Log File

    yuzu_log.txt ...
    Avatar
    Synchronize implementations of svcReplyAndReceive and svcWaitSynchronization
    😃 1
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1477 to 1482 / Early Access 3728

    Description of Issue

    Steam Input controllers are no recognized since 1477, 1476 is the last one with this working properly

    Expected Behavior

    Every controller should appear as an Xbox One Controller

    Reproduction Steps

    Install 1476, open from Steam, go to controllers, see that you can select the controller as a Xbox One Controlle...
    Avatar
    Narr the Reg 7/1/2023 3:07 AM
    With the announcement of the zhaobot this month has finally ended. 136 PR for the chunky june progress report
    Avatar
    Still have 1.5 hours, never say never
    Avatar
    never
    Avatar
    yes
    5:29 AM
    if you use Qt::VulkanSurface qt will create and manage the surface for you
    5:29 AM
    uhhh I should go get my macbook and check but that shouldn't be a problem
    5:30 AM
    because we are always supposed to use the NSWindow and the legacy vkCreateMacOSSurfaceMVK entrypoint
    5:30 AM
    and not use the CAMetalLayer
    5:30 AM
    the only way to portably get the CAMetalLayer is to use objective-c or swift
    5:31 AM
    it does not
    5:31 AM
    it can be a NSWindow if you use the legacy endpoint vkCreateMacOSSurfaceMVK
    5:31 AM
    in which case MoltenVK will extract the CAMetalLayer from it
    5:31 AM
    if you use the non-legacy endpoint vkCreateMetalSurface it requires a CAMetalLayer (edited)
    Avatar
    Avatar
    Pharynx
    the only way to portably get the CAMetalLayer is to use objective-c or swift
    I investigated doing this with cmake and it's basically cancer
    5:32 AM
    no, it will create one for you
    5:33 AM
    they might have changed the behavior in newer versions of moltenvk
    5:34 AM
    let me see if I can find the impl
    5:34 AM
    if so, we would only want that behavior for macos and not for other platforms
    5:35 AM
    but like, even recently this worked fine
    5:35 AM
    5:35 AM
    hmm I must be thinking of something else then
    5:36 AM
    I should investigate why are we making a surface for the preferences
    5:36 AM
    metal only has immediate and fifo so we could just hardcode that
    Avatar
    Original message was deleted or could not be loaded.
    I think that would be ok to add if you wanted to move us to the non-legacy endpoint
    5:43 AM
    alternatively we figure out how to add objc or swift to cmake
    5:44 AM
    pch isn't nearly as useful with ninja+clang
    5:44 AM
    xcodebuild is very slow so I guess it would help there
    5:44 AM
    but the build is already pretty fast on my macbook
    Avatar
    GitHub BOT 7/1/2023 7:03 AM

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1471

    Description of Issue

    The level "Hyrule Castle Town", a level near the end of the Story Mode, stops loading at 95%. The game still runs its animations and music, but the loading bar is completely stuck and does not continue even after hours of waiting. I have changed several graphics and CPU settings, tried closing applications, reinstalling the game more than once...
    7:04 AM
    • Migrates from the legacy VK_MVK_macos_surface to the recommended VK_EXT_metal_surface. We can fetch the required CAMetalLayer from the window using a simple objc_msgSend trick, same as in Citra.
    • Fixes a preferences crash on macOS following the addition of present mode detection.
      • The code for this passes in a GMainWindow for surface creation, which is not configured to have a Vulkan surface. On other platforms this seems to work, but on macOS this fails due to the window not having a...
    Avatar
    GitHub BOT 7/1/2023 8:54 AM

    Is there an existing issue for this?

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    Affected Build(s)

    Yuzu EA Android ddcc958336

    Description of Issue

    In Android, when the game is minimized, it seems that it is running at its supposed performance, but when yuzu is on full screen, performance is presumably lower than what it could perform. Video of showing the issue: https://media.discordapp.net/attachments/1120603140895547392/1124617625587159140/Screenrecorder-2023-07-01-15-25-...
    🤨 1
    👀 1
    Avatar
    Avatar
    GitHub
    Click to see attachment 🖼️
    extremely aggressive touch boosting to the CPU and GPU clocks?
    Avatar
    GitHub BOT 7/1/2023 9:14 AM

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    Affected Build(s)

    Mainline 1482

    Description of Issue

    When I vacuum things with my vacuum cleaner or jump (with ZL + ZR) in Luigi's Mansion 3, I experience FPS drops, but only with the new versions of Yuzu. I specify that no shader is being compiled during the FPS drops.

    Expected Behavior

    As with older versions of Yuzu (or with Ryujinx), FPS should remain at 30. Video with Mainline 1482...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1482

    Description of Issue

    When loading into Kawikatisar Lightroot, there is a bug with what appears to be the god rays (they fade out when you get close to them, similar to the underground god rays) that makes them into flat lines going from floor to ceiling. This persists until you teleport to another lightroot. Trying to load into the same lightroot did not fix the issu...
    Avatar
    @ByLaws what's the puller called in Skyline? (edited)
    Avatar
    Idk what the puller is
    11:31 AM
    Gpfifo
    11:31 AM
    Probably
    Avatar
    yeah
    11:32 AM
    I think that name comes from noveau as DMApull
    Avatar
    Yeah that's it, ty ty
    11:38 AM
    What's a semaphore reduction operation?
    11:39 AM
    Oh you've implemented it, cool nvm
    Avatar
    I've yet to see them used though
    Avatar
    Nvn does expose
    11:46 AM
    I think I've seen one using them
    Avatar
    We don't have the reg at all, let alone implemented
    11:47 AM
    So it's completely ignored
    11:47 AM
    Not even logged
    11:51 AM
    Fairly sure you do implement them
    11:51 AM
    I remember the code
    Avatar
    Elsewhere maybe, not in gpfifo
    11:53 AM
    We use 0xF for the op mask, but it's 5 bits, not 4
    11:53 AM
    Reduction is 0x10
    11:54 AM
    Which I guess would be an op of 0 which isn't handled and it would be logged at least.
    Avatar
    What does TSG mean in the semaphore docs ByLaws?
    Avatar
    GitHub BOT 7/1/2023 2:03 PM

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    Affected Build(s)

    yuzu ea 3730

    Description of Issue

    Force shutdown with high probability during loading

    Expected Behavior

    The game runs, but crashes when loading to the next scene on the world map

    Reproduction Steps

    The game runs, but crashes when loading to the next scene on the world map

    Log File

    yuzu_log.txt ###...
    Avatar
    GitHub BOT 7/1/2023 2:12 PM

    Is there an existing issue for this?

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    Affected Build(s)

    yuzu ea 3730

    Description of Issue

    Octopath traveler 2 is forced to shut down with a high probability during loading.

    Expected Behavior

    Finished with very high probability in loading scene after moving map during tutorial

    Reproduction Steps

    The game runs but ends with a very high probability in the loading scene after moving the map during play

    Log File

    [yuzu_log....
    Avatar
    GitHub BOT 7/1/2023 3:19 PM

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    Affected Build(s)

    Early Acces ddcc958336

    Description of Issue

    the game has black textures bug !Screenshot_20230701-075624_yuzu !Screenshot_20230701-075635_yuzu

    Expected Behavior

    it should look like this ![Scree...
    Avatar
    GitHub BOT 7/1/2023 3:58 PM

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    Affected Build(s)

    Early Acces ddcc958336

    Description of Issue

    The game doesn't boot !Screenshot_20230701-085108_yuzu

    Expected Behavior

    should boot

    Reproduction Steps

    start the game

    Log File

    yuzu_log.txt ### System Configur...
    3:58 PM

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1482

    Description of Issue

    I want to play Summer Pockets: Reflection Blue (0100273013ECA000) on my linux laptop, so I'm trying out yuzu. Since the game isn't in English, I want to load the English mod here: https://github.com/masagrator/SPRB-ENX/releases/tag/1.0.2 But when I tried to run the game, its title id is changed and the update & romfs mod don't load. The upd...
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    GitHub BOT 7/1/2023 5:29 PM

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    Affected Build(s)

    Early Access 3730

    Description of Issue

    In Tears of the Kingdom, using the on-screen keyboard to save the name of a horse causes the game to lock up with an emulated game stack trace showing in the logs. This does not currently reproduce on mainline 1483. I also think I heard someone complain about this in pokemon violet.

    Expected Behavior

    Text entry saves and the pl...
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    GitHub BOT 7/1/2023 7:01 PM
    As far as I can tell, there is no reason to OR this bit in separately.
    7:06 PM
    This allows nx-hbloader to properly retrieve non-pseudo handles. (This still needs to be fixed to do full parsing of the message buffer.)
    Avatar
    GitHub BOT 7/1/2023 8:26 PM

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    Affected Build(s)

    Mainline 1461

    Description of Issue

    During non-FMV voiced cutscenes, the lips of the characters are not moving when they're talking.

    Expected Behavior

    The lips of the characters are moving during a voiced cutscene.

    Reproduction Steps

    Start a new game. Once you see a cutscene with a ghost talking, her mouth must be moving while she speaks, you can verify this by watching...
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    Is there an existing issue for this?

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    Affected Build(s)

    Early Acess 3731

    Description of Issue

    the game, even while pressing ctrl + u (unlock fps) seems to be locked at 30FPS, and, after the first enemy is defeated in the deduction part, the game crashes https://github.com/yuzu-emu/yuzu/assets/126564414/84229f14-f6bd-4a6b-bf84-614761e4dfdc

    Expected Behavior

    to not crash

    Reproduction Steps

    play the game normally until ...
    Avatar
    @epicboy https://github.com/yuzu-emu/yuzu/pull/10583/commits/1fc47361a12afd91d8ea0b76378e0b3d4feb93a6 this seems to be causing crashes on Pikmin 4 and Rain Code, no idea why, but if you want to look into it. (edited)
    Avatar

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    Affected Build(s)

    Early Access 3646

    Description of Issue

    During the mystery labyrinth section of chapter zero, the game will always crash upon reading through the dialog that occurs after doing a rebuttal against the enemy for a second time.

    Expected Behavior

    The game should proceed as normal without crashing.

    Reproduction Steps

    Play the game up until the first enemy, complete second r...
    Avatar
    "I didn't search the existing issues"
    Avatar
    Avatar
    Pharynx
    "I didn't search the existing issues"
    10:37 PM
    I guess they thought it was different due to the different crash condition
    Avatar
    @ByLaws does the switch ever have the engines write PB segments themselves?
    11:03 PM
    End-PB-Segment PB Control Entry Format Engines may write PB segments themselves, but they cannot write GP entries. Because they cannot write GP entries, they cannot alter the size of a PB segment. If an engine is writing a PB segment, and if it does not need to fill the entire PB segment it was allocated, instead of filling the remainder of the PB segment with no-op PB instructions, it may write a single End-PB-Segment control entry to indicate that the pushbuffer data contains no further valid data. No further PB entries from that PB segment will be decoded or processed.
    I was just wondering if it's worth adding this end of segment mode in, but from quick checks in a bunch of games it's never used. I'm not really sure what it means by engines being able to write PB segments themselves though. Do we have any capacity to do that?
    11:03 PM
    You said before about writing indirect buffer counts and such, is that related?
    Avatar
    Avatar
    Maide
    End-PB-Segment PB Control Entry Format Engines may write PB segments themselves, but they cannot write GP entries. Because they cannot write GP entries, they cannot alter the size of a PB segment. If an engine is writing a PB segment, and if it does not need to fill the entire PB segment it was allocated, instead of filling the remainder of the PB segment with no-op PB instructions, it may write a single End-PB-Segment control entry to indicate that the pushbuffer data contains no further valid data. No further PB entries from that PB segment will be decoded or processed.
    I was just wondering if it's worth adding this end of segment mode in, but from quick checks in a bunch of games it's never used. I'm not really sure what it means by engines being able to write PB segments themselves though. Do we have any capacity to do that?
    You already handle this
    11:08 PM
    Oh wait
    11:08 PM
    We do maybe you don't
    Avatar
    I don't think we do?
    11:09 PM
    But we can't write PB segments can we?
    11:09 PM
    Or can we?
    Avatar
    What I mean was
    11:09 PM
    You already handle engines writing pb entries (edited)
    11:09 PM
    That's how indirect draws are done
    11:09 PM
    And that's what you did for transform feedback draws
    11:10 PM
    You may not handle end of segment
    11:10 PM
    But that's just as simple as detecting *entry == 0
    Avatar
    That's not end of segment
    11:10 PM
    That would break everything lol
    11:11 PM
    A lot of games use masses of nop methods for whatever reason
    11:11 PM
    Like that one I was debugging with you before
    11:11 PM
    But end of segment is a submission mode == 7
    11:12 PM
    Yeah we did handle that in skyline I just misremembered how it worked
    11:12 PM
    If you're adding that you should add handling for nop gpfifo entries
    11:13 PM
    But yeah you do handle engines writing buffers, though it needs explicit detection
    Avatar
    How do you handle nops?
    11:13 PM
    I don't really see anything you can do besides skipping it to the next
    Avatar
    Avatar
    Maide
    I don't really see anything you can do besides skipping it to the next
    Yeah
    Avatar
    Why does the driver generate huge blocks of nops anyway? Some weird cycle timing thing without using a syncpt/fence?
    Avatar
    Run Nintendo Switch homebrew & games on your Android device! - skyline/app/src/main/cpp/skyline/soc/gm20b/gpfifo.cpp at ftx1 · skyline-emu/skyline
    Avatar
    Avatar
    Maide
    Why does the driver generate huge blocks of nops anyway? Some weird cycle timing thing without using a syncpt/fence?
    No clue, maybe it just likes padding
    Avatar
    How does the whole channel/engine/pb/gp stuff relate to one another? That's something I don't really understand, from an overview/pipelining perspective. How do the commands actually flow through, with like, gpfifo, the channel gpfifo, host1x, host1x clients (does that include 3d/compute?) , thi registers. There's the gpfifo processor but also a channel gpfifo, what's the difference? How do all these things relate for commands?
    Avatar
    Avatar
    Maide
    How does the whole channel/engine/pb/gp stuff relate to one another? That's something I don't really understand, from an overview/pipelining perspective. How do the commands actually flow through, with like, gpfifo, the channel gpfifo, host1x, host1x clients (does that include 3d/compute?) , thi registers. There's the gpfifo processor but also a channel gpfifo, what's the difference? How do all these things relate for commands?
    Uh
    11:44 PM
    See trm
    11:44 PM
    And there's a nice ASCII art in gpu docs
    Avatar
    I saw it if we're thinknig of the same one, but didn't really help me
    11:44 PM
    lol
    Avatar
    For GPU it's funky it's not super connected through host1x
    Avatar
    Don't think it showed mucha t all tbh, especially Thi
    Avatar
    But it is just enough to use syncpoints
    11:45 PM
    Because the GPU has it's own host block
    11:45 PM
    Host1x is like if you took the GPUs host block and generalised it a bit (edited)
    Avatar
    Did you mean this?
    Avatar
    Uh I think so
    11:46 PM
    But yeah that's basically it for gpu
    Avatar
    I've been assuming Host is Host1x, is that right?
    Avatar
    Just add one from host to host1x for syncpoints
    11:46 PM
    No
    Avatar
    But I thought the main engines arne't connected to Host1x, like 3d/compute/dma etc
    11:46 PM
    Host1x just has like nvdec and stuff
    Avatar
    Host1x is them needing some command block for their hardware and basing it their GPU host ip
    11:48 PM
    Then they added syncpoints, realised they needed a way to sync GPU with Vic and nvdec so added a connection between that and gpu
    11:48 PM
    The trm has a good amount of detail on host1x
    11:48 PM
    Just ctrl f host
    Avatar
    Yeah I see it but I don't know how it relates to the rest of the system
    11:50 PM
    Like vs channels, there's channels and subchannels and then host1x channels
    11:50 PM
    And if it doesn't connect the other main engines, how do they interact
    Avatar
    [This is based on my SSL PR as otherwise there is a merge conflict. Let's see if I can change the base after creating the PR so the diff doesn't look ugly...]
    • On Unix, this would previously kill the Yuzu process with SIGPIPE. Send MSG_NOSIGNAL to opt out of this.
    • Add support for the proper error code in this situation, EPIPE.
    • Windows has nonstandard behavior in this situation; translate it to the standard behavior. Kind of pointless, but isn't it nice to be correct?
    Avatar
    There are still some other issues not addressed here, but it's a start. Workarounds for false-positive reports:
    • RasterizerAccelerated: Put a gigantic array behind a unique_ptr, because UBSan has a hardcoded limit of how big it thinks objects can be, specifically when dealing with offset-to-top values used with multiple inheritance. Hopefully this doesn't have...
    Avatar
    GitHub BOT 7/2/2023 1:56 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3730

    Description of Issue

    Game crashes when you're in battle and a character speaks, showing the 2D conversation sprite/template. I deleted my shader cache before starting this test to discard corrupted shaders. I remember this crash already happening like 2-3 months ago in older versions...

    Expected Behavior

    No crash.

    Reproduction Steps

    1. Be in a battle map ...
    3:38 AM
    This reverts commit 1fc47361a12afd91d8ea0b76378e0b3d4feb93a6. This is known to cause device losses in many games.
    Avatar
    GitHub BOT 7/2/2023 2:26 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3733

    Description of Issue

    SDL 2.28.1 fixed the issue of the third-party controller (BETOP) not being recognized in NS compatibility mode. However, when working with YUZU, the controller is initially recognized but after approximately 3 minutes of gameplay, all buttons become unresponsive. Switching from fullscreen to windowed mode, or from windowed mode to fullscreen, restores ...
    2:26 PM
    #10457 aimed to reduce memory allocations when copying from guest memory, this PR goes another step and aims to eliminate the data copy entirely. The minimum guarantee we can have of data contiguity is 1 page (4Kb), but in reality, almost all guest memory is allocated contiguously in host memory. We can exploit that and use spans directly over guest memory, rather than requiring separate reads and writes every time we interact with it. From testing various games, this is able to eliminate ...
    🗿 1
    Avatar
    GitHub BOT 7/2/2023 2:38 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    All builds after mainline 1466 (the first broken)

    Description of Issue

    The percentage status of update/DLC installation is constantly stucked to 0%, while the process is running normally.

    Expected Behavior

    The percentage status should change depending on progress.

    Reproduction Steps

    Trying to install something - update or DLC.

    Log File

    [yuzu_log.txt](https://gith...
    Avatar
    #10457 aimed to reduce memory allocations when copying from guest memory, this PR goes another step and aims to eliminate the data copy entirely. The minimum guarantee we can have of data contiguit...
    3:50 PM
    personally with emulating SMMU I wanted to eliminate that
    Avatar
    I don't have SSBU, need testers to do it
    3:52 PM
    Wanted to eliminate what?
    Avatar
    with SMMU, we would have another address space that's unprotected
    3:53 PM
    but it would be smaller
    Avatar
    I mean, it should be ok, just need a contig check on that then
    Avatar
    (34 bits for smmu address space)
    Avatar
    Gpu memory manager as it is is already double-layered, it has to check for gpu contiguity and then host.
    3:54 PM
    Adding SMMU won't hurt that much
    Avatar
    the idea is that instead of backing gmmu with guest address, we back with smmu address
    3:56 PM
    this has a big advantage if use single SMMU for the GPU
    3:56 PM
    first, we can read SMMU memory directly using fastmem
    3:57 PM
    second, we can do multiprocess emulation with a lot more ease when other processes use the gpu
    3:58 PM
    third, all our caches become smaller and we can use raw arrays for fast lookups instead of hash tables
    Avatar
    What do you mean by raw arrays vs hash lookups, for what?
    Avatar
    yeah I have no idea what he means
    Avatar
    a raw array for lookups would cost 16MB of memory in the buffer cache (edited)
    4:06 PM
    but the lookup would be instant
    4:06 PM
    a hash table, has ineer costs that are bigger depending on the complexity of the implementation
    4:07 PM
    but uses way less memory
    Avatar
    lookups of what
    4:07 PM
    what is being translated
    4:08 PM
    also you don't need smmu emulation for multiprocess, you can just translate to phys and it'll also work
    Avatar
    address -> buffer in that address
    4:08 PM
    man phys is a pain to emulate
    Avatar
    Avatar
    Blinkhawk
    address -> buffer in that address
    you need to do this with an interval multimap
    4:08 PM
    you can't use a normal table
    Avatar
    Avatar
    Pharynx
    you need to do this with an interval multimap
    we don't use an interval multimap
    Avatar
    I'm confused
    4:13 PM
    I don't think smmu would really help much here?
    4:14 PM
    Some sort of duplicate mapping that's done on a per buffer basis could do it but like
    4:14 PM
    Smmu is just an implementation detail
    4:14 PM
    You can have GPU addrs that are non-contig smmu wise too
    Avatar
    I already have code for handling gmmu->phys mappings
    Avatar
    Avatar
    Pharynx
    I already have code for handling gmmu->phys mappings
    you have?
    Avatar
    yes
    4:15 PM
    I posted it months ago
    Avatar
    does it work?
    Avatar
    maybe?
    Avatar
    I wish it was that simple. (edited)
    Avatar
    The GPU can also use physical addressing (performing translation to physical with the GMMU), but this is inefficient. For the GPU, good performance requires dual translation by the GMMU (into an intermediate virtual address space) and then by SMMU, which requires that the GPU have a 34-bit virtual address space.
    4:23 PM
    Sounds like we need some other "intermediate" stage as well (edited)
    4:26 PM
    34-bit clients with virtual addressing. These clients use the SMMU for page-based and ASID-based address protection and translation. Because the SMMU only handles 32-bit input addresses, the upper two address bits are ignored when operating in this mode.
    Also sounds like it's only 32-bit really?
    (edited)
    Avatar
    HOS does not realistically change the smmu mappings once they're created so you can go directly to phys
    4:27 PM
    phys is somewhat advantageous for us to use because it handles overlapping memory maps and has a direct correspondence to host pointers
    Avatar
    it also has a lot of issues with how all our caches work, specially texture cache, it becomes madness when the physical memory is all over the place like in SSBU
    Avatar
    @Maide your PR seems to handle SSBU fine
    Avatar
    It should use current behaviour if the memory isn't contiguous, so hopefully all those reads are the same as they are right now
    4:58 PM
    But that's good 👍
    Avatar
    GitHub BOT 7/2/2023 7:08 PM
    Other programs may change this value, but if thousands of syscalls in this loop is undesirable, then we can just set this once.
    Avatar
    GitHub BOT 7/2/2023 7:42 PM
    The increased buffer size means that that progress bar size has to be adjusted Fixes #10997
    Avatar
    GitHub BOT 7/2/2023 7:52 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3734

    Description of Issue

    After discovering my last location, my game completion percentage went from 99.95% to 00.00% instead of a 100%. It seems that a "1" is missing in "00.00%".

    Expected Behavior

    Screenshots : !Capture 2 ![Capture](https://github.com/yuzu-emu/yuzu/a...
    kek 2
    Avatar
    @Pharynx lol what
    Avatar
    lol
    8:08 PM
    weird bug
    Avatar
    Avatar
    Morph
    @Pharynx lol what
    localization issue maybe?
    Avatar
    GitHub BOT 7/2/2023 9:28 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1482

    Description of Issue

    I thought the "emulation within emulation" games struggled mostly cause they were too CPU intensive. But in Pikmin 1's case, I seem to be losing performance due to the GPU not keeping up, while the CPU seems fine. What makes it more weird is that Pikmin 2 actually runs at a constant 30fps. Any idea why this may be happening? ![image](https://g...
    9:44 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1484

    Description of Issue

    Pre rendered cutscenes like when mummy ganon attacks Link and Zelda will stutter causing an audio desync

    Expected Behavior

    No cutscene stutter and synced audio

    Reproduction Steps

    No mods enabled, watch a prerendered cutscene like the first one during gameplay, not in the memories tab

    Log File

    [yuzu_log.txt](https://github.com/yu...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1483 / Mainline 1484

    Description of Issue

    When I try to start The Legend of Zelda : Tears of The Kingdom (0100F2C0115B6000) or The Legend of Zelda: Breath of the Wild (01007EF00011E000) Yuzu crash after 3 seconds. (There is no shader loading progress bar). I tried on Vulkan and OpenGL and clean caches but the issue is still here. I rollbacked with flatpak on mainline ...
    Avatar
    GitHub BOT 7/3/2023 4:33 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1484

    Description of Issue

    I have encountered a problem with the Yuzu Emulator when running The Legend of Zelda. If I switch windows using the Win+Tab key combination, the mouse panning function ceases to work. The only way to restore it seems to be restarting the Yuzu emulator entirely.

    Expected Behavior

    The mouse panning function should remain operational even afte...
    Avatar
    that really sounds like a windows bug
    Avatar
    GitHub BOT 7/3/2023 4:50 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    ddcc958336.ver

    Description of Issue

    The issue happens with a couple of games like Pokemon and XenoVerse chronicles and some others on 7xx using the 7xx turnip drivers. It makes the screen glitchy and hard to see the game. The latest mainline build that introduced the mali update doesn't have the issue.

    Expected Behavior

    It's supposed to be more clear looking and not glitchy....
    Avatar
    stop filing bugs against a7xx turnip
    4:50 AM
    @bunnei ^
    Avatar
    Hard battle to fight with Android
    4:53 AM
    Would you just prefer default system drivers?
    4:54 AM
    Even then, they could slightly vary depending on the device manufacturer
    Avatar
    GitHub BOT 7/3/2023 6:35 AM
    This is a bug due missing HID services. This ensures nfc mode is active when the nfc service is being used.
    Avatar
    GitHub BOT 7/3/2023 7:56 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Hello, can you please explain why it takes so much time for Yuzu to close the program compared to the regular Nintendo Switch? What does Yuzu do during a program close process? Is there any additional work performed by Yuzu during shutdown compared to the Horizon OS? Thank you.

    Why would this feature be useful?

    n/a
    Avatar
    GitHub BOT 7/3/2023 9:53 AM
    It seems that pr #10953 regressed Metroid Prime Remastered rendering. This pr bring back code that removed by #10953 pr. Reason why mentioned pr fixed smt v and other ue4 game rendering seems it enable the code that marked as comment rather than cause by code that this pr trying To bring back. I have tested ue4 games and metroid prime to see if it regress any game but couldn't found one. since i am not dev this will need to get approve from other devs like @FernandoS27 . Before ![yuzu...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3734

    Description of Issue

    Momotaro Dentetsu is now working following #10803. However, the color rendering on Vulkan is much darker than an OpenGL. Comparing to it running on my Switch, the OpenGL version is much closer to the actual switch rendering. The issue occurs throughout the game, right from the initial loading screens. The issue occurs on Vulkan regardless ...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3734

    Description of Issue

    Japanese Font Rendering in the Yuzu UI on Windows renders using the legacy Windows XP fonts, which don't have anti-aliasing or cleartype support.

    Expected Behavior

    Yuzu should select use the newer Japanese font, Meiryo, on Windows (since Vista) where available when displaying Japanese text. Meiryo or Meiryo UI is installed by defaul...
    Avatar
    It seems that pr https://github.com/yuzu-emu/yuzu/pull/10953 regressed Metroid Prime Remastered rendering. This pr bring back code that removed by https://github.com/yuzu-emu/yuzu/pull/10953 pr. Reason why mentioned pr fixed smt v and other ue4 game rendering seems it enable the code that marked as comment rather than cause by code that this pr trying to bring back. I have tested ue4 games and metroid prime to see if it regress any game but couldn't found one. since i am not dev this will...
    Avatar
    GitHub BOT 7/3/2023 5:45 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3702++

    Description of Issue

    Using Yuzu EA 3702 and up this message appears in game while saving or loading a game, player still can load or save game but with popup came out every save or load. If system data in yuzu save folder is deleted then the game will try creating one but failed to create system file causing endless loop. ![ezgif-3-034d128765](https://github.com/yuzu-...
    Avatar
    GitHub BOT 7/3/2023 8:07 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Every now and then gyro needs to be reset, because the controller wasn't in neutral position at yuzu start, etc. Would be nice to have a keyboard hotkey to simply press and then shake! without having to exit fullscreen > Emulation > Controllers > Click Calibrate Button > shake! > exit settings > return to fullscreen ### Why would this feature be us...
    8:50 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    3700

    Description of Issue

    since the release of the Yuzu EA 3700 ps4 controller version does not work bug disconnects the controller

    Expected Behavior

    not aplly

    Reproduction Steps

    not aplly

    Log File

    not aplly

    System Configuration

    CPU:10600k GPU/Driver:1660ti RAM:16 OS:w10
    Avatar
    GitHub BOT 7/4/2023 2:19 AM
    • Fixes Turnip driver usage on certain handsets (e.g. ZTE Snapdragon 870 devices)
    • Fixes version check for broken Qualcomm 7xx drivers.
    Avatar
    GitHub BOT 7/4/2023 6:58 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early access 3727

    Description of Issue

    Trying to run Tears of the Kingdom with Vulkan in the River compositor. I have my RTX 3050 Ti set as the GPU to use and it crashes after it tries to load. It comes up with the dialogue telling me about not being able to start the GPU and that I might need to update my drivers. It works just fine and runs under Awesome WM in Xorg with those sa...
    Avatar
    GitHub BOT 7/4/2023 9:00 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Currently the android version doesn't support HD rumble using the device's vibration feature. Skyline supports this and has their source code open. Could Yuzu support HD rumble?

    Why would this feature be useful?

    This feature improve the game playing experience of mulitple games as well as support games that need the vibration feature.
    Avatar
    GitHub BOT 7/4/2023 6:17 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 1462db4694

    Description of Issue

    Sound starts with no image, then it crashes.

    Expected Behavior

    Image renders as sound starts

    Reproduction Steps

    Start the game

    Log File

    yuzu_log.txt

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14 beta 3.1
    Avatar
    leolawliet 7/4/2023 7:26 PM
    Hi devs, how are you? I want to start contributing here, Shall I go to one of the opened issues and create a PR to main or there is a different process to that?
    Avatar
    SleepingSnake 7/4/2023 7:27 PM
    Well, that is the general process.
    7:29 PM
    1. Find something you want to contribute 2. Implement said thing 3. Open a pull request with said implementation 4. Wait for it to get reviewed, then approved. 5. It'll get merged into Early Access for testing 6. After testing, it'll get merged into Mainline (step 5 may be skipped if the change is very "safe") 7. Have a pizza
    🍕 9
    tuxdab 1
    7:29 PM
    As we said in #translation, you always work off of the main repo.
    Avatar
    GitHub BOT 7/4/2023 7:32 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1485

    Description of Issue

    So i've been playing SMO to collect all post game moons and when completing the seaside kingdom my game always crashes when i go near the Koopa Freerunning mission by the grass and lava island, i think it has something to do with a shader complilation because when i restart the game it crashes before even launching when loading the shaders , it ...
    Avatar
    GitHub BOT 7/4/2023 9:25 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1479 and above

    Description of Issue

    Yuzu versions 1479 and above have had two strange anomalies pop up in Prime Remastered. These issues only seem to happen in Exclusive Fullscreen 1. Loading textures seems to cause a lot more 'colorful' textures appear, as can be seen in certain rooms and going back and forth in between. 2. Opening the map/inventory screen sometime...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early access 1462db4694 Android

    Description of Issue

    The emulator doesn't recognize the gamepad after entering game (can use it while in grid games list). It looks like if it would get the first interaction but maybe not the specific buttons cause i can go to the loding menu of mario but thats all. Its a Gamepad with multiple recognition modes. Have tested it at Xinput mode and no...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    e2967c2a65 mainline

    Description of Issue

    Tetris 99 blocks are invisible however u can still interact with them Background seems to be missing color !Screenshot_20230705_031831_yuzu

    Expected Behavior

    ![Switch_Tetris99_Marathon_screenshot_01](https://github.com/yuzu-emu/yuzu/assets/837...
    Avatar
    GitHub BOT 7/5/2023 5:31 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    using early access 3739 but applies ever to past builds since mod came out (24 days ago)

    Description of Issue

    In tears of the kingdom running update 1.1.2 with a mod from serfrost called interior defogger here https://gamebanana.com/mods/446995 the game will fail to load 2 enemy types. one is the gloom hands and another is frox. frox will sometimes spawn really quick then appear ...
    Avatar
    TheDcoder BOT 7/5/2023 6:05 AM
    hello?
    6:05 AM
    !help
    6:05 AM
    .help
    6:05 AM
    ,help
    6:05 AM
    yuzubot: hello
    smug 1
    🤣 1
    Avatar
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/5/2023 6:05 AM
    3sKannaSus
    Avatar
    GitHub BOT 7/5/2023 8:25 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Before devs updated auto screen rotation function and it worked perfect. But now after update auto screen rotation function is broken. Unless turn on rotate screen button at phone's status bar, it does not work. It should be rotated well even though the screen rotate button at status bar is turned off. Please fix it.

    Why would this feature be useful?

    The auto screen...
    Avatar
    TheDcoder BOT 7/5/2023 8:39 AM
    what
    8:39 AM
    this is a ghost town
    8:39 AM
    there's no one except the bot in IRC
    8:39 AM
    how many people in discord?
    Avatar
    SleepingSnake 7/5/2023 8:45 AM
    A lot. There's a bridge between the IRC channel and yuzu's development channel on Discord though.
    Avatar
    TheDcoder BOT 7/5/2023 8:48 AM
    so am I talking in the development channel on Discord?
    8:48 AM
    makes sense because the IRC channel is called #yuzu-dev
    Avatar
    SleepingSnake 7/5/2023 8:53 AM
    Correct.
    Avatar
    TheDcoder BOT 7/5/2023 8:55 AM
    why is there no main channel in IRC?
    8:55 AM
    did everyone migrate away?
    🦍 1
    Avatar
    GoldenX86_64 7/5/2023 9:04 AM
    well IRC is not as popular as it used to
    9:04 AM
    main channels are in the discord server
    Avatar
    TheDcoder BOT 7/5/2023 9:06 AM
    :(
    9:08 AM
    anyway, I came here to ask something, why does the frame-rate in advance wars drop drop to 0.5 FPS when activating the CO power?
    9:08 AM
    it runs smoothly otherwise, on a stable 30 FPS
    9:08 AM
    is it due to the vector graphics which I suspect are being used?
    Avatar
    GitHub BOT 7/5/2023 4:12 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    e2967c2a65

    Description of Issue

    Game closes at the beginning of the loading screen

    Expected Behavior

    Video

    Reproduction Steps

    yuzu_log.txt

    Log File

    yuzu_log.txt ### System Configur...
    Avatar
    GitHub BOT 7/5/2023 5:40 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1482

    Description of Issue

    I love to use Yuzu to play Smash with my friends, but something that bothers me a lot is that Vulkan is great for Ultimate, but I still prefer using OpenGL for it because, at least for me, Vulkan adds 4 frames of input lag compared to OpenGL: https://github.com/yuzu-emu/yuzu/assets/70699937/7bdcaf48-f560-4211-843c-778aa0ec5bd3 (I'm using Pa...
    Avatar
    GitHub BOT 7/5/2023 8:13 PM
    Even though it compiles and runs fine on the latest Windows versions, older LTSC builds will crash due to lacking support somewhere in the OS. For now just disable it for MSVC until either Microsoft fixes this or we no longer support 1809 LTSC. Needs testing by someone using an old build of Windows 10.
    Avatar
    GoldenX86_64 7/5/2023 11:43 PM
    we're starting the new generation of "I won't upgrade from X Windows version"
    😂 1
    Avatar
    Some users reported that mouse stops working about x time. I believe the cause is by an accidental division by zero. Avoid this from happening at all.
    YaePray 1
    Avatar
    Dividing by zero creates a hole in the space time continuum
    Avatar
    Narr the Reg 7/5/2023 11:47 PM
    This function should only be triggered by mouse movement so it shouldn't be zero. But with Qt who knows what actually happens
    11:47 PM
    Other bits on the code are safe operations
    Avatar
    Avatar
    GoldenX86_64
    we're starting the new generation of "I won't upgrade from X Windows version"
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/6/2023 12:24 AM
    I really gotta wonder why someone would be on 1809 or older Windows 10, surely there's at least 3 people right?
    Avatar
    GoldenX86_64 7/6/2023 12:24 AM
    at least 2 complained (edited)
    12:24 AM
    so not even that 😛
    Avatar
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/6/2023 12:24 AM
    DogeKek
    Avatar
    GoldenX86_64 7/6/2023 12:24 AM
    nvidia supports 1809 as the oldest possible, most likely because there are industrial clients running that LTSC
    12:25 AM
    but that can change at any moment
    Avatar
    GitHub BOT 7/6/2023 3:16 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1487

    Description of Issue

    Moore Threads released a working Ubuntu driver with Vulkan support this week for their MTT S80 GPU. However, it fails to start every game when run. I have attached both the log file and the output of vulkaninfo. The Windows driver still does not support Vulkan.

    Expected Behavior

    Games will boot.

    Reproduction Steps

    Start any game/ap...
    Avatar
    GitHub BOT 7/6/2023 4:17 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1487

    Description of Issue

    In Metroid Prime Remaster there some textures randomly are black. After a while you can come back and the textures are mapped properly. This effects Samus, and the objects in the environment. I've seen this this Mainline 1480. Currently running Mainline 1487 using Vulkan. No other games have this issue. TOTK and Mario Odyssey both run with ...
    Avatar
    GitHub BOT 7/6/2023 4:49 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1485

    Description of Issue

    Opening the inventory screen while it's raining in Lookout Landing was somehow intensive enough(??) to artifact the map, heath, and ability (top right beneath the health) UI before recovering back to normal after a moment. (Also, in that same moment, the environment drags to properly reload textures) ![Screenshot_20230705_163253](https://github....
    Avatar
    GitHub BOT 7/6/2023 1:25 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Hide L3 and R3 manually if not usable for other games and make ram available notification show not just once but every time we open new game/ other game. Change design also for the left buttons to be thesame as ppsspp buttons /vita3k buttons . !Picsart_23-07-06_21-22-02-311 ### ...
    Avatar
    GitHub BOT 7/6/2023 1:56 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Can an option be added to spread the activation range of the joystick of the screen controller to half of the screen, like in Skyline?

    Why would this feature be useful?

    Currently, in games that support screen touch controls, it is easy to accidentally trigger them.
    Avatar
    GitHub BOT 7/6/2023 3:37 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 1462db4694

    Description of Issue

    After the first logo game crashes.

    Expected Behavior

    Boots fine

    Reproduction Steps

    Boot the game on Mali phone

    Log File

    logcat : deaths_door.txt

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS:Android 14 beta 3.1
    Avatar
    GitHub BOT 7/6/2023 3:45 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 1462db4694

    Description of Issue

    Fails to reach initial screen

    Expected Behavior

    boots fine

    Reproduction Steps

    boot the game

    Log File

    logcat abzu.txt

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14 beta 3.1
    3:51 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 1462db4694

    Description of Issue

    Doesnt boot

    Expected Behavior

    Should boot

    Reproduction Steps

    Try to boot

    Log File

    logcat XC2.txt

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14 beta 3.1
    Avatar
    I was asked recently if we could enable Wayland on our official releases. Does it work very well? Errr if you only like Vulkan on Intel or AMD then sure. But the point of this PR is to enable the feature even if it's not fully functional. The new script includes AppImage changes so that the needed Qt Wayland libraries are included. The path was changed due to it previously existing in the GCC path for some odd reason. This also gives us an opportunity to make sure it's work on our CI befor...
    tuxdab 2
    Avatar
    if you can avoid using wayland, I recommend avoiding it
    Avatar
    GoldenX86_64 7/7/2023 1:05 AM
    same story as 10 years ago
    Avatar
    oh should go without saying for but for sake of completion, this doesn't do anything about the flatpak
    1:07 AM
    i'm not sure what to change on that
    Avatar
    GoldenX86_64 7/7/2023 1:11 AM
    let gnome sort it out for us
    1:11 AM
    as they do with everything by ruining it
    Avatar
    people are already angry that i made the pr and ci hasn't finished alright (edited)
    1:16 AM
    add that to the list of easy changes i've made which add support for something but people are viscerally adamant against
    Avatar
    GoldenX86_64 7/7/2023 1:17 AM
    welcome to linux, get in line behind working wayland, HDR, low RAM usability, and the zillion "one package manager to rule them all" attempts
    Avatar
    I'm not sure anything except the display server thing is significantly worse here
    Avatar
    Avatar
    GoldenX86_64
    welcome to linux, get in line behind working wayland, HDR, low RAM usability, and the zillion "one package manager to rule them all" attempts
    sure but the other PR in this metaphorical list was the time zone thing with windows 1809
    Avatar
    GoldenX86_64 7/7/2023 1:18 AM
    honestly, if you're in the windows side of pc horror, you should run the latest one
    1:20 AM
    we now got the windows 7 deniers in LTSC builds
    Avatar
    GitHub BOT 7/7/2023 6:23 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1487

    Description of Issue

    There will be like glowing colors on the side of the screen and lag as well as audio clipping during a dramatic big cinematic cutscene mainly the main ones the memories are totally fine.

    Expected Behavior

    You can expect slow downs and audio clipping

    Reproduction Steps

    Play the major temple cutscenes in totk on an AMD GPU ### Log File...
    Avatar
    Didn't read existing issues
    Avatar
    GitHub BOT 7/7/2023 8:26 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3743-1

    Description of Issue

    Yesterday cpp-httplib changed version numbers from 0.12.6-1 to 0.13.0-1. CMakeLists.txt is looking for: find_package(httplib 0.12 MODULE COMPONENTS OpenSSL) So build is failing with: `CMake Error at externals/CMakeLists.txt:113 (add_subdirectory): add_subdirectory given source "cpp-httplib" which is not an existing directo...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 1462db4694

    Description of Issue

    Some transparent textures are appear opaque, some textures appear black. !Screenshot_20230707_140626_yuzu !Screenshot_20230707_140626_yuzu ![Screenshot_20230707_140450...
    Avatar
    GitHub BOT 7/7/2023 1:53 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    As a concerned parent, I would like to request the addition of a parental control feature in the Yuzu emulator. This feature would allow parents to set a customizable daily time limit for their children's usage of the emulator, promoting responsible and balanced gaming habits.

    Why would this feature be useful?

    Parental supervision: The parental control feature would...
    kek 5
    chu 1
    Avatar
    we actually need to implement the switch parental controls stuff for at least one game
    😎 1
    Avatar
    GitHub BOT 7/7/2023 1:57 PM
    Instead of failing silently when reading compressed NCAs, print an Error in the log and abort the parsing.
    Avatar
    GitHub BOT 7/7/2023 2:06 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1462db4694

    Description of Issue

    Black screen, app crash

    Expected Behavior

    Anything else

    Reproduction Steps

    Try to load the game.

    Log File

    Will post when found.

    System Configuration

    CPU: Mediatek Dimensity 9000+ GPU/Driver: Mali-G710 MC10 RAM: 16gb OS: Android 11
    Avatar
    @flTobi can you also add SparseInfo to the nca header
    2:08 PM
    and add another case for that
    2:08 PM
    since we don't handle sparse ncas
    Avatar
    okay
    Avatar
    also struct NcaBucketInfo { static constexpr size_t HeaderSize = 0x10; fs::Int64 offset; fs::Int64 size; u8 header[HeaderSize]; }; static_assert(util::is_pod<NcaBucketInfo>::value); struct NcaCompressionInfo { NcaBucketInfo bucket; u8 reserved[8]; }; static_assert(util::is_pod<NcaCompressionInfo>::value); struct NcaSparseInfo { NcaBucketInfo bucket; fs::Int64 physical_offset; u16 generation; u8 reserved[6]; }; (edited)
    Avatar
    yeah, I'm working off switchbrew, it's basically the same
    2:17 PM
    pushed a commit @Pharynx
    Avatar
    thx
    Avatar
    Avatar
    Pharynx
    we actually need to implement the switch parental controls stuff for at least one game
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/7/2023 2:29 PM
    What game requires implementation?
    Avatar
    smash, animal crossing, pokemon
    2:33 PM
    they use it for timed events
    Avatar
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/7/2023 2:35 PM
    That's interesting
    Avatar
    Avatar
    Pharynx
    they use it for timed events
    do we need a full implementation?
    Avatar
    I wouldn't say no to that but also needs bcat
    Avatar
    uff not easy
    Avatar
    the failing test is "HostMemory: Simple map", "[common]". kinda puzzling that would be the only one to fail
    5:38 PM
    ah, uh, nevermind
    Avatar
    this test is expected to fail if you are running on a system that
    • doesn't support 4K paging
    • cannot allocate 39-bits of address space
    Avatar
    indeed, M1 has 16k pages. I now noticed that fastmem isn't implemented for macos. (edited)
    Avatar
    Is there a simpler way then changing the path macro so I dont overwrite my standart yuzu stuff while testing?
    Avatar
    Narr the Reg 7/7/2023 5:54 PM
    make an user folder where the executable is (edited)
    5:55 PM
    That will make yuzu portable and you won't affect your data on %appdata%
    Avatar
    As in inside my build folder?
    Avatar
    build/bin/
    Avatar
    Narr the Reg 7/7/2023 6:00 PM
    Something like this
    Avatar
    Got it. Thank you!
    Avatar
    I am looking into making "Create shortcut" work on windows How much QT stuff can I use to make that easier? Or should I go with the windows API? (edited)
    Avatar
    Narr the Reg 7/7/2023 6:46 PM
    There's no limitation on how much Qt you can use. But if you go to the windows API rute remember that we have support for linux as well
    Avatar
    Okay sweet. Makes it easier What define do I need if I do need to use the win API?
    6:50 PM
    _WIN32
    👍 1
    Avatar
    GitHub BOT 7/7/2023 8:08 PM
    This allows to share the mappings between Nintendo and non-Nintendo controllers. (Documentation of the hint, which is set to 1 by default) Compiled locally to test. (On both a Nintendo and an Xbox controller) (I have mainly done it because I have this hint set to 0 globally on my system via environment variable, and Yuzu's default mapping was assuming it was set to 1) ⚠...
    👀 1
    Avatar
    Avatar
    syuhyd
    indeed, M1 has 16k pages. I now noticed that fastmem isn't implemented for macos. (edited)
    I think this is the biggest limitation stopping us from MacOS support. MoltenVK issues are not that hard to workaround except Geometry/Tesselation shaders being missing but they are planned features for MoltenVK now that Metal 3 supports mesh shaders.
    Avatar
    Avatar
    Blinkhawk
    I think this is the biggest limitation stopping us from MacOS support. MoltenVK issues are not that hard to workaround except Geometry/Tesselation shaders being missing but they are planned features for MoltenVK now that Metal 3 supports mesh shaders.
    support? what are you talking about lmfao
    9:46 PM
    guest code already runs fine
    9:46 PM
    the problems are entirely from moltenvk
    Avatar
    I'm interested in a native metal renderer
    Avatar
    So we need the stride alignment ?
    Avatar
    like we would be shipping mac support right now if moltenvk was up to par with our vulkan usage
    9:47 PM
    stride alignment needs to be fixed
    9:48 PM
    this is the reason we can't boot most games
    Avatar
    I'm guessing you are wanting to stick with moltenvk for ease of maintainance(?)
    Avatar
    I'd have no issues with a metal backend if one were to be made
    9:49 PM
    but you'd have to maintain it and keep feature parity
    9:49 PM
    you'll also have to write it with objc++ due to reasons™ (edited)
    9:50 PM
    no swift
    Avatar
    the whole reason I started poking around with this was metal-cpp, but I'd be fine porting it to objc++ if it needs to
    Avatar
    oh that's even better
    9:51 PM
    I didn't realize they introduced this binding (edited)
    Avatar
    it rained from the sky after wwdc22 and there's barely any docs for it, but it seems to wrap metal completely
    9:52 PM
    it's also header-only, which is a plus
    Avatar
    Avatar
    Pharynx
    this is the reason we can't boot most games
    Would be great to rework the Quad system first. I know an easy way to make it
    10:10 PM
    For 16 samples, when it surpasses I have no accurate way to make it
    10:11 PM
    I could try weighting some properties and build an N-Dim tree and then quantize it. (edited)
    10:11 PM
    It will catch every identical and similars
    Avatar
    Quad system?
    Avatar
    How we emulate quads in Vulkan
    10:13 PM
    Currently we use a compute shader
    10:14 PM
    Byte had an idea of instead using the vertex_id to read the index from an SSBO and then fetch attributes from SSBOs
    Avatar
    it is annoying that moltenvk doesn't support tightly packed vaos
    Avatar
    Isn't it just the generation that happens in the comp shader?
    10:19 PM
    And only up to the max size encountered
    10:21 PM
    Oh it is called, I see
    Avatar
    It does it everytime we render a quad
    Avatar
    Can't you just do on cpu
    10:22 PM
    We do that
    Avatar
    Do what?
    Avatar
    Just check the memory is not GPU dirty before
    10:23 PM
    Then generate an index buffer and write it to memory somewhere
    Avatar
    The issue is when the GPU is dirty
    😏 1
    Avatar
    Is it that common?
    10:23 PM
    Not even xb does that much
    Avatar
    Nope, what we should do is cache it
    10:24 PM
    If we cached it, we would get very nice boost in XC2
    Avatar
    So xc2 renders quads from a GPU written index buffer?
    Avatar
    Caching what? The index buffer? (edited)
    Avatar
    Depends
    1:18 AM
    On the exception
    Avatar
    GitHub BOT 7/8/2023 5:22 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    yuzu ea 3749

    Description of Issue

    connect the controller after running the game, can operate it, but it does not vibrate. Same phenomenon for both Xbox controller and Dualshock4.

    Expected Behavior

    Operates but no vibration

    Reproduction Steps

    1. Yuzu run 2. Game run 3. Controller connect 4. Operates but no vibration

    Log File

    [yuzu_log.txt.old.txt](https://gith...
    Avatar
    Narr the Reg 7/8/2023 5:58 AM
    inklingWhy
    Avatar
    GoldenX86_64 7/8/2023 5:59 AM
    fuerza, narr
    Avatar
    GitHub BOT 7/8/2023 7:24 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1490 and even pervious versions

    Description of Issue

    Texture flickering all over the screen if updating Zelda TOTK to 1.2 (with and without mods) Tried removing shader cache to, didn't fix it.

    Expected Behavior

    Flickering textures all over the screen, very distracting and even worst in snowy areas.

    Reproduction Steps

    Happens every time when aiming the bow an...
    Avatar
    GitHub BOT 7/8/2023 7:40 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1490

    Description of Issue

    The recent update to 1490 has caused lots of stuttering lag that wasn't present before. Seems to happen more often with explosions so it may be a particles issue.

    Expected Behavior

    Performance should be consistent.

    Reproduction Steps

    Launch Yuzu Mainline 1490. Open Metroid Prime Remaster. Wander around the world and look for buffe...
    Avatar
    GitHub BOT 7/9/2023 3:55 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    REQ: Please add option to increase Rumble. -Even on the Official Pro Controller 🎮 Rumble is very faint.

    Why would this feature be useful?

    Control over the strength of the Rumble being made available to users, will enhance a user's gaming experience.
    Avatar
    GitHub BOT 7/9/2023 6:26 AM
    This function throws a runtime error we can catch on old Windows 10 installs, so we can catch it here rather than disable this path for everybody.
    Avatar
    GitHub BOT 7/9/2023 8:45 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    yuzu 1490

    Description of Issue

    The Legend of Zelda_ Tears of the Kingdom v262144 it run bast in version Yuzu-EA-3699 when i update to version 37XX it isn,t run Whenever the game runs, the program crashes directly in version 37XX I tried replacing multiple 37XX versions and the fault still persists

    Expected Behavior

    I hope it run bast in version 37xx ### Reproductio...
    Avatar
    GitHub BOT 7/9/2023 9:06 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1490

    Description of Issue

    The issues are as follows
    • The intro videos past the 20th Century Fox one are heavily glitched
    !Screenshot from 2023-07-09 14-22-49
    • The Main Menu background is not being rendered properly (the red blinking from the Sevastopol is being rendered prope...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1490 and all the previous ones

    Description of Issue

    The lighting into the Helgen keep, the cave where you first encounter a bear with Rolof and supposedly other dungeons is severely blinking.

    Expected Behavior

    Should not blink

    Reproduction Steps

    1) Starting a new game game 2) Wait for the dragon's attack 3) Reach the Helgen Keep with Rolof

    Log File

    [...
    Avatar
    GitHub BOT 7/9/2023 1:18 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1490

    Description of Issue

    The environment graphic details (torches, lighting, water) are missing or only visible under the certain angle. Plus the game is constantly being erratically stuck with full-screen blur.

    Expected Behavior

    Graphic should work correct

    Reproduction Steps

    1) Starting a new game 2) Create a character 3) Watch or skip intro

    Log File

    ...
    Avatar
    GitHub BOT 7/9/2023 1:58 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1490 and previous ones

    Description of Issue

    The environment details are heavily blinking.

    Expected Behavior

    Should work properly

    Reproduction Steps

    Starting a new game. The glitch occurs right from the beginning.

    Log File

    Nier Automata blinking.txt https://github.com/yuzu-em...
    Avatar
    Skyrim bug I hope someone looks into
    👀 4
    🫡 2
    1:59 PM
    It happens in every emu
    andydab 3
    this 4
    1:59 PM
    I'm clueless why
    ❓ 3
    1:59 PM
    Some shader breaks
    👍 3
    Avatar
    GitHub BOT 7/9/2023 2:54 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    The Controller option window is too big and bulky for 720p monitors. While in mainline 1465 this windows elements were mixing with each other, it could be fixed by stretching the window. But in 1490 with more controller features being added, the stretching doesn't help anymore - the interface elements are covering each other making some functions unselectable. Maybe it sh...
    Avatar
    Avatar
    ByLaws
    Some shader breaks
    Could be an accuracy issue specially if it's a 1 bit off issue in F16
    3:49 PM
    Did you check if the shader had some uncommon math operation?
    Avatar
    Avatar
    Blinkhawk
    Could be an accuracy issue specially if it's a 1 bit off issue in F16
    Uh the value in a cbuf it uses changes
    3:51 PM
    Which causes some filter not to be applied
    3:51 PM
    I've not looked into it for like 6 months
    3:51 PM
    So hazy memory
    Avatar
    GitHub BOT 7/9/2023 3:59 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1469 onwards

    Description of Issue

    When using the GDB stub in Yuzu 1469 or newer (1468 is not affected), set breakpoints don't work properly. Instead of stopping at the requested instruction, a SIGTRAP is generated for the next instruction instead. Because the instructions don't match, GDB doesn't treat it as a breakpoint, making analysis much harder. ### Expected Beha...
    Avatar
    GitHub BOT 7/9/2023 8:08 PM
    This is unnecessary here: pefile is already installed on the container. This step also causes issues in coming changes to the container.
    Avatar
    GitHub BOT 7/9/2023 9:08 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline - bcba0867e

    Description of Issue

    Yuzu throws error upon startup: yuzu.exe - Entry Point Not Found The procedure entry point MiniDumpWriteDump could not be located in the dynamic link library C:\Users\User\Desktop\yuzu-windows-msvc-20230709-bcba0867e\yuz u-windows-msvc\yuzu.exe.

    Expected Behavior

    Yuzu is expected to startup.

    Reproduction Steps

    Reproduced...
    💀 2
    Avatar
    >Windows 8.1
    kek 4
    Avatar
    GitHub BOT 7/9/2023 9:08 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Issue: Rumble on official Pro Controller 🎮 via PC emulation is quite weak. Feature Request: Please add settings to allow users to custom specify the intensity of Rumble to match their preference for a game (either intensity such as Low, Med, High, or more Advanced Options for Rumble, such as: Frequency, Duration & Intensity Parsmeters). ### Why would this feature ...
    Avatar
    While this can be convenient in some scenarios, this will be a big problem for users trying to sideload different APK versions. If they forget the last one they had installed, they could have problems installing a new copy.
    Avatar
    @ByLaws does the average mobile device support VK_EXT_memory_budget?
    Avatar
    just Turnip (edited)
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Yuzu ea 3754

    Description of Issue

    Occasionally, vibration suddenly does not work during TOTK play. This occurs with all kinds of controllers. It does not happen in other software, but only in Yuzu.

    Expected Behavior

    I'm reporting that sometimes it works normally for a few hours after the game runs, and sometimes the vibration turns off within a few minutes. ### Reproduct...
    😳 1
    Avatar
    Avatar
    Rhedox
    just Turnip (edited)
    Not exclusively, some of that does seem to be prop as well
    6:14 PM
    or not.. I guess it's one of those outlier extensions
    6:17 PM
    It seems to be designed more for GPUs with seperate device heaps which doesn't really apply to UMA so its usefulness is debatable
    ☝️ 3
    6:21 PM
    The point is to shift to another memory heap if you start running out of one, so move from VRAM -> RAM if you run low on VRAM but on UMA you only have RAM so what's the point
    6:22 PM
    If you want to know when you're running out of memory and should start evicting resources, there's https://developer.android.com/reference/android/content/ComponentCallbacks2#onTrimMemory(int)
    thonking 4
    Avatar
    Avatar
    Mark
    Not exclusively, some of that does seem to be prop as well
    all of the Android reports have that suspicious 22 or 23 version number kek (edited)
    Avatar
    MinGW's strftime implementation does not work and cannot be used to determine the time zone. Besides that, the string operations are actually unnecessary since we can get the offset from std::localtime. Compare localtime to gmtime to find the zone offset on all platforms. In addition, disable the C++20 tzdb path on MinGW. This always results in Etc/UTC on MinGW, which often is not close to the local time zone.
    Avatar
    GoldenX86_64 7/10/2023 9:56 PM
    prometheus
    Avatar
    Allow for displaying options in the home options that are disabled with messages that explain why they are disabled. This includes reasoning for the GPU driver installation button.
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1492

    Description of Issue

    After dumping the romFs of Klonoa PRS, I do not get all of the files that should be dumped. I am left with an incomplete dump that is ~218mb, compared to it being ~3gb when dumped on the other emulator, or on real hardware.

    Expected Behavior

    The entire romFs should be dumped, instead of the small amount of assets it dumps currently. ###...
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    Affected Build(s)

    Mainline 1487

    Description of Issue

    I am experiencing a significant performance slowdown in the Yuzu emulator when entering new scenes in New Super Mario Bros. U style levels. However, after waiting for a few seconds, the speed returns to normal. It's worth noting that this issue is specific to the New Super Mario Bros. U style levels, as I don't encounter this problem in levels of...
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    Affected Build(s)

    EA 3754

    Description of Issue

    Catherine: Full Body is missing some text in menus: !0100bf00112c0000_2023-07-11_20-00-32-653 !0100bf00112c0000_2023-07-11_20-00-58-849

    Expected Behavior

    Text should re...
    Avatar
    Hey, how is native ARM emulation going to work? By patching the code and redirecting stuff that way, or is something simpler like system call emulation enough (most of the time)?
    Avatar
    Narr the Reg 7/11/2023 5:28 PM
    Similar like skyline does
    Avatar
    skyline reads through the .text section of each loaded module, and rewrites syscall and msr/mrs instructions to hooks
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    we could try also patching memory loads/store if they hit a faulty page
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    we don't need to, we can just supply the correct value at the fault site and resume execution
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    depends how fast is the fault handling
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    Avatar
    Pharynx
    we don't need to, we can just supply the correct value at the fault site and resume execution
    thats gonna be very slow
    Avatar
    you would only need to do it for accesses that fault
    Avatar
    which can be a lot
    6:16 PM
    game replaces a texture in memory
    6:16 PM
    thats a loooot of faults
    6:16 PM
    I think it's either best to unprot the page and treat it all as cpu dirty or what blink said
    6:18 PM
    ryu and skyline do former
    Avatar
    Deleted User 7/11/2023 6:26 PM
    This moves UnswizzleTexture which can take as much as 20 milliseconds to the GPU. Just like CPU fastmem I use memory mapping to let the GPU see the emulated memory. The function now takes less than...
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    Affected Build(s)

    1491

    Description of Issue

    This happens on Vanilla, but it is exacerbated by the recent Pokemon Compass 2.0 mod release. Basically, at random, the game will just boot into a black screen. One time (with Compass still installed) It barely managed to get to the white Game Freak screen, but immediately froze with a Vulkan device loss error (have yet to be able to reproduce that). Unmo...
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    Affected Build(s)

    Mainline 1493

    Description of Issue

    The Capture Screenshot output resolution is always equal to resolutionScaleFactor * (1920x1080) (or r*1280x720 if docked) but, when using extended memory layout, mods are able to make the games render at resolutions beyond 1080p. When using such a mod to render to native 2160p for example, and set the emulator Resolution Scale to 1x, the cap...
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    Affected Build(s)

    Android EA 28598c909

    Description of Issue

    Before devs updated auto screen rotation function and it worked perfect. But now after update auto screen rotation function is broken. Unless turn on rotate screen button at phone's status bar, it does not work. It should be rotated well even though the screen rotate button at status bar is turned off. Please fix it. ### Expected Behavior...
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    Affected Build(s)

    mainline 1489 mainline 1490 mainline 1491 mainline 1492 mainline 1493 mainline 1494

    Description of Issue

    hello the game pokemon let's go pikachu does not work anymore since the update of yuzu so that work correctly on previous versions the sa spits on the start menu and yuzu closes itself without displaying the slightest error message and even when putting back an old ver...
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    Affected Build(s)

    1462db4694

    Description of Issue

    As of this release, the alleged graphics issues with the custom Adreno 6XX drivers were fixed. The problem is that this version completely breaks the graphics of when using Turnip drivers for A7XX. I attach images of some games but it happens in all of them. When using Turnip for A7XX (either version v1, v2, v3 or v4) in the latest version of Yuzu "...
    5:22 PM
    Timeline semaphores on turnip use an emulation layer ontop of regular ones
    5:22 PM
    They by all means should not be broken
    5:22 PM
    I'd find a way to reproduce and report upstream
    5:23 PM
    Because regular semaphores would necessarily be broken too
    Avatar
    it's only broken on specific android 11 devices
    5:24 PM
    everything else works
    5:24 PM
    that is why it took so long to even find the issue
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    I'd try and debug it
    6:30 PM
    Should be stuff in dmesg or whatnot
    6:30 PM
    If there's a bug you Def wanna get it fixed upstream
    Avatar
    I asked bunnei to report since he has an affected device
    7:25 PM
    I don't think he looked into it though
    Avatar

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    Affected Build(s)

    1494

    Description of Issue

    Put Mario Kart 8 Deluxe on my Steam Deck using the Yuzu AppImage included with EmuDeck. No more video take a screenshot instead. I can't fit it under 10mb. !Screenshot 2023-07-12 at 5 25 21 PM

    Expected Behavior

    It shows Miis?

    Reproduction Steps

    Just ...
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    NOTE: No usages of the current BitField have been replaced The current BitField implementation requires the use of the union, which makes it both non-constexpr (due to accessing inactive union members), and prevents the usage of smaller types and enums, reducing its flexibility. Furthermore, BitField is not trivially copyable (and by extension, not trivial). Moreover, it is not well documented that BitField performs automatic sign extension on signed integers, as a recent PR made...
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    Affected Build(s)

    Mainline

    Description of Issue

    ,,

    Expected Behavior

    ,,

    Reproduction Steps

    ,,

    Log File

    !3zfjy7w7hcbb1 !98f2o5w7hcbb1 ![omf7y8w7hcbb1](https://github.com/yuzu-emu/yuzu/assets/139405184/...
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    What feature are you suggesting?

    Reshade has many AO shaders I like using on emulators, problem is there's a lot of flickering or other issues with the depth buffer whenever I try to use these shaders on yuzu.

    Why would this feature be useful?

    Reshade depth buffer compatibility would make yuzu better by giving players the freedom to make switch games look better.
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    Affected Build(s)

    Early Access 28598c909.ver 2023/07/12

    Description of Issue

    Customized Configuration has changed back to default specially after entering the game /closing the game/App.

    Expected Behavior

    Customized Configuration stays thesame and wont turn back to default.

    Reproduction Steps

    Dont know how to expound since it just happen.. my customized Configuration just went back t...
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    Affected Build(s)

    I Use EA 3754 but older versions and stable builds dont work either

    Description of Issue

    Whenever I start a game it crashes yuzu after loading cache

    Expected Behavior

    Yuzu turns itself off completely

    Reproduction Steps

    Intel HD 620 Settings in the log Start any game on Vulkan Yuzu crashes

    Log File

    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/12039875/...
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    no log
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    Issue

    The emulator is super fast with the new drivers mesa Turnip revision 4 but there are some graphic issues. It's impossible to play games. There are black and non black squares everywhere..
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    Affected Build(s)

    Early Access 28598c909

    Description of Issue

    As a root user I've copied over the entire nand and sdmc folders to the yuzu data directory but my "installed SD titles" are not in my games list. I can play a game via nsp file and it loaded my save without issue, which tells me the nand folder copied over properly. Is this feature not yet present on Android? Alternatively, can I export...
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    Affected Build(s)

    EA-28598c909

    Description of Issue

    Crashing

    Expected Behavior

    Crashing

    Reproduction Steps

    Open game and crash

    Log File

    [ 0.012840] Frontend main/jni/native.cpp:RunEmulation:514: starting [ 0.015820] Config main/jni/config.cpp:LoadINI:46: Successfully loaded /storage/emulated/0/Android/data/org.yuzu.yuzu_emu.ea/files/config/config.ini [ 0.019134] Fronten...
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    Nice, thanks for the role to speak here, I will copy/paste the message I sent in #yuzu-general
    4:15 PM
    I'm very interested to learn more about the Switch internals and emulation coding, I have some experience in programming and reversing in others platforms as well, does someone here know a path which I can follow to help the project ?
    4:15 PM
    I already built Yuzu on my box and I'm planning to dump some games I own to understand better the game structure in general, but I want to know the experts opinion on learning the "emulation internals" stuff
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    Narr the Reg 7/14/2023 4:25 PM
    Do you have something specific in mind you want to improve/implement?
    Avatar
    Most people always start from a need to "fix something" or "improve something". It's the common reason most people start contributing.
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    I've particular interest in the CPU emulation part, but since I never actually did any console emulation related project, I guess start as @Blinkhawk said is the best approach
    4:28 PM
    I searched in the Github for "help-wanted" tags, but I couldn't found any
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    Well there's a project that's not too hard but can be overwhelming in that area
    4:30 PM
    The idea would be to run ARM code in android (or any ARM device) directly by just patching the MRS and Syscall instructions.
    4:35 PM
    In general, we load module and reserve extra space for trampolines at the start and end of the module. When an instruction that needs patching is found, we just do a branch and link there (trampoline) unload the guest context, load the host context call the SVC and unload host context and reload guest context. For MRS is a bit tricky as we must spill the registers we use somewhere, patch the appropriate instruction (time in this case) recalculate it and recover state and go back. Without using the game's stack.
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    Got it, so basically we capture the syscall exception and translate for an equivalent one in the ARM device ?
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    We don't capture the exception
    4:37 PM
    We patch the instruction and launch it with a trampoline to handle the call
    4:38 PM
    We add both handlers at the start and end of the module to manage about 256Mbs of range.
    4:39 PM
    Skyline has a way to do it but I think they only use 1 handler.
    Avatar
    hmm, I think I understand the idea and I could experiment these ideas on a android/rpi3 that I own. I'm currently studying the arm arch, since I'm coming from x86_64 it shouldn't be hard to catch. When the code is running on a arm device right now, it make usage of some hypervisor or instrumentation ? because when you said "found an instruction that need patch" I imagine two approaches here: Statically analyze the code before execute it and patch it after loaded or somehow capture the interruptions in another context, which I imagined it is a hypervisor
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    we JIT the ARM code
    4:47 PM
    so it's expensive and a lot of things are added over
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    Oh right, yeah it its
    4:48 PM
    I done some experiments in the past with asmjit for some runtime patching projects (not public), so I have some idea how to solve this
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    in android, we cannot use the hypervisor at least for most devices
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    Good, I can help with this, will be fun and I will finally study arm more in depth, this can be achieved in a raspberry or will be very slow ?
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    (actually android 13 has virtualization now that I research it but that would leave out android 12 and 11 users)
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    The same idea also applies to the Apple sillicon macs ? or there is some catch ?
    4:52 PM
    because I could use one of these to code this handlers (edited)
    4:53 PM
    I think is the best arm device that I own, besides a rpi3 and a not so good android phone (edited)
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    it can't be used on AS macs
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    Oh, yeah, I just saw
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    this style of code execution requires 4K pages
    4:54 PM
    they have 16 and it's not configurable
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    didn't knew that
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    but you can just wrap up the code in a hypervisor and run it there
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    yeah, it can virtualize a Linux machine pretty quickly with GPU support
    4:56 PM
    Well, I think I got the idea
    4:57 PM
    I will study this things more in depth and I send here my doubts
    4:57 PM
    there is any issue/card related to this ?
    4:58 PM
    I will not add anything right now, just to have some docs about this feature
    Avatar
    I am not sure, but taking a look at the implementation of Skyline emulator could be a good start: https://github.com/skyline-emu/skyline/blob/ftx1/app/src/main/cpp/skyline/nce.cpp
    Run Nintendo Switch homebrew & games on your Android device! - skyline-emu/skyline
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    thanks
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    Narr the Reg 7/14/2023 5:09 PM
    @ByLaws may be also willing to explain how it works for skyline
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    Good to know, I will take this time to study some topics related and the yuzu emulator code and soon I will start this project, long road ahead
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    On a very different tack you could also look at some softlocks which may or may not be CPU-related.
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    Pharynx
    they have 16 and it's not configurable
    Do you know a solution for this?
    5:28 PM
    Personally I'm against hacking the kernel to make sure allocations are 16K byte aligned but I don't know any other solution.
    5:29 PM
    There's also a SVC that allows mirroring on addresses specified by the game which may not be aligned at all.
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    Blinkhawk
    Do you know a solution for this?
    -don't use fastmem -use the hypervisor to do it
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    Ok, that could do.
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    just having 16K pages alone is not trouble for running with the jit (edited)
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    But then there's 32 bits games
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    as that's what we already do and is supported
    5:31 PM
    but direct code execution needs hypervisor help
    Avatar
    Yeah but no fastmem (with jit + 16k) (edited)
    5:33 PM
    I think though any M1 can run any 32 bits game without fastmem. They aren't that heavy except maybe Mario Kart
    5:34 PM
    I was really hoping with the DLCs they would update the exe to be 64 bits instead.
    5:36 PM
    If the new switch has a CPU with Armv9 all 32 bits games won't be able to run in it.
    Avatar
    that's not what that means
    5:37 PM
    armv9 makes 32-bit support optional, it doesn't mean it must be removed
    5:38 PM
    and nintendo's contributions to e.g. vulkan extension layer imply that they intend to keep 32-bit support around for the next console
    5:40 PM
    (also, t239 is not armv9? it's v8.3 I think)
    Avatar
    Looking at Tegra models. It's more likely to be based on Orin which is ARMv8.2. so unlikely to use ARMv9
    Avatar
    (yeah)
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    How many cuda cores on t239? Any idea?
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    I think it was 4x(?) as much as t210
    5:44 PM
    and they'd be fast ampere cores
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    1k Cuda cores? Orin has 2k.
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    could be 8x then
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    If it's the same as Orin, it would have close to the perf of an Xbox Series S. That may be abit too optimistic but definitely possible with how fast mobile devices are catching up
    5:47 PM
    They'll likely have native F16 support which would give them boost in games that make heavily use of F16.
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    ampere doesn't have native fp16 so idk why you think that
    Avatar
    Maxwell neither but Tegra has it
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    maxwell and pascal had it, turing and above removed
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    Maxwell and pascal emulate those instructions. Turing has it even in PC versions. Ampere turned it back to emulation
    5:55 PM
    It's actually supported but we disable it because the hardware emulation is terrible
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    my evidence is that fp16 has double throughput on pre-ampere architectures and single throughput on ampere and ada ¯\_(ツ)_/¯
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    test it on pascal or maxwell. we tried it before, it's also disabled on those
    Avatar

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    Affected Build(s)

    Mainline 1495

    Description of Issue

    Using Version 1.0.0 On the Steam Deck, video plays as expected. Under my currrent Windows configuration, the video is choppy.

    Expected Behavior

    All videos, including the intro video should play normally as expected after the updated code for issue #10283[https://github.com/yuzu-emu/yuzu/pull/10283]. Yuzu: https://github.com/yuzu...
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    Pharynx
    this style of code execution requires 4K pages
    Shouldn't do
    9:21 PM
    You can get by fine in most cases just fudging stuff
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    flTobi
    I am not sure, but taking a look at the implementation of Skyline emulator could be a good start: https://github.com/skyline-emu/skyline/blob/ftx1/app/src/main/cpp/skyline/nce.cpp
    Yeah @Buzzer this does basically exactly what you want but yuzu is awkward, you'll need to redo how it handles GPU memory tracking
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    ByLaws
    You can get by fine in most cases just fudging stuff
    you need to fudge quite a lot of kernel and service code
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    I think Ryu managed it
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    they never needed to, they use hypervisor
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    No I mean they did something before that
    9:24 PM
    Or maybe it was for other arm hw? I'm not sure
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    pretty sure other arm hw doesn't use 16K pages
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    iPhones?
    9:24 PM
    Maybe
    9:24 PM
    I've definitely seen it discussed
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    apple silicon is a given that it'll use it
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    I think they added it to get around windows issues with fastmem and then removed but was talk of bringing back for iphones
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    ByLaws
    Yeah @Buzzer this does basically exactly what you want but yuzu is awkward, you'll need to redo how it handles GPU memory tracking
    Memory backpatching would be extremely awkward with nce so wouldn't recommend going that route
    Avatar
    the old windows virtmem stuff uses 64K alignment
    9:26 PM
    not 16
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    It's the same for either though no?
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    not sure what you mean
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    Like the changes for handling 64 are the same for handling 16
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    I guess
    Avatar

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    Affected Build(s)

    Commit 04868ab9da2049429808a265dc50696f6300b2b4

    Description of Issue

    When testing local wireless on manually-built yuzu binaries, the following can be observed:
    • Mario Kart 8: Attempting to join any wireless games fail with "A communication error has cccurred." Also, LAN games do not appaer in the lobby list.
    • Super Smash Bros. Ultimate: Attempting to join most rooms fail w...
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    Pharynx
    pretty sure other arm hw doesn't use 16K pages
    They did it for Windows.
    9:54 PM
    They didn't do what we do
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    ByLaws
    Yeah @Buzzer this does basically exactly what you want but yuzu is awkward, you'll need to redo how it handles GPU memory tracking
    He can just do the memory tracking by handling signals and invalidating the whole page unless it's gpu modified.
    Avatar
    Just the same callback, different interface
    9:58 PM
    On GPU modified handling, I wouldn't care for android if we add UMA afterwards.
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    Affected Build(s)

    mainline 1496

    Description of Issue

    Not even 2 minutes into gameplay and it crashes.

    Expected Behavior

    Able to play without crashing.

    Reproduction Steps

    Not sure what to say here, it can happen in different parts o the game.

    Log File

    yuzu_log.txt.old.txt

    System Configuration

    CPU: 11th...
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    skill issue
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    HLE kernel/service code should use out pointers instead.
    Avatar
    Original message was deleted or could not be loaded.
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    1. Change KProcess::PageTable to KProcess::GetPageTable 2. Reduce excessive checking on memory svcs and use new function names
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    • Mostly eliminates the dependency on process, but a lot of code still calls into memory during initialization which needs to be fixed, and that felt out of scope for this.
    • Removes some TOCTTOU mapping issues with IsValidVirtualAddress[Range] by having WalkBlock return whether all pages were user-accessible during traversal.
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    Fixes some minor nits and implements ListDevices, AttachActivateEvent, AttachDeactivateEvent closer to my RE.
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    ByLaws
    Yup
    I forgot to ask. You ever tried a context switch from a signal?
    5:02 AM
    Would it have issues?
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    Blinkhawk
    I forgot to ask. You ever tried a context switch from a signal?
    Just adjust the context then sigreturn (edited)
    10:11 AM
    Should be fine
    Avatar
    Hi, I was checking the BCN implementation CompressBCN and it looks to me that it could potentially be optimized to reduce the amount of iterations if instead of directly iterating over the width and height of the texture, it iterates over blocks of size 4x4 pixels (block_size) limiting the boundaries in the process. Something like this? I'm not a C++ developer so I'm not that familiar with the language's specifics. c++ constexpr u32 block_size = 4; const u32 width_blocks = Common::DivideUp(width, block_size); const u32 height_blocks = Common::DivideUp(height, block_size); for (u32 y = 0; y < height_blocks; y++) { const u32 start_x = y * block_size; const u32 end_x = std::min(width_blocks, start_x + block_size); for (u32 x = start_x; x < end_x; x++) { // ... } } With that, in the best case scenario where the texture's width and height are both multiples of 4, the optimized code will save area / 16 iterations, isn't? In a 1920x1080 texture (just to put an example) that would be saving 129 600 iterations. The idea came after reviewing this webpage https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ where they put that The BCn formats all operate in terms of 4×4 blocks of pixels.
    Avatar
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    Shylime
    Hi, I was checking the BCN implementation CompressBCN and it looks to me that it could potentially be optimized to reduce the amount of iterations if instead of directly iterating over the width and height of the texture, it iterates over blocks of size 4x4 pixels (block_size) limiting the boundaries in the process. Something like this? I'm not a C++ developer so I'm not that familiar with the language's specifics. c++ constexpr u32 block_size = 4; const u32 width_blocks = Common::DivideUp(width, block_size); const u32 height_blocks = Common::DivideUp(height, block_size); for (u32 y = 0; y < height_blocks; y++) { const u32 start_x = y * block_size; const u32 end_x = std::min(width_blocks, start_x + block_size); for (u32 x = start_x; x < end_x; x++) { // ... } } With that, in the best case scenario where the texture's width and height are both multiples of 4, the optimized code will save area / 16 iterations, isn't? In a 1920x1080 texture (just to put an example) that would be saving 129 600 iterations. The idea came after reviewing this webpage https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ where they put that The BCn formats all operate in terms of 4×4 blocks of pixels.
    it does iterate over 4x4 blocks, it couldn't work if it didn't...
    2:31 PM
    for (u32 z = 0; z < depth; z++) { for (u32 y = 0; y < height; y += 4) { auto compress_row = [z, y, width, height, plane_dim, f, data, output]() { for (u32 x = 0; x < width; x += 4) { // Gather 4x4 block of RGBA texels
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    Oh, I thought that it iterated over all the pixels one by one, because the for loops where constrained directly with height and width.
    2:33 PM
    Sorry then
    Avatar
    they are constrained by the dimensions but I advance x and y by 4
    2:33 PM
    instead of 1
    Avatar

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    Affected Build(s)

    EA-28598c909

    Description of Issue

    Crashing

    Expected Behavior

    Not crashing

    Reproduction Steps

    Open game and crash

    Log File

    [ 0.009582] Frontend main/jni/native.cpp:RunEmulation:514: starting [ 0.010737] Config main/jni/config.cpp:LoadINI:46: Successfully loaded /storage/emulated/0/Android/data/org.yuzu.yuzu_emu.ea/files/config/config.ini [ 0.011099] Fr...
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    Pharynx
    they are constrained by the dimensions but I advance x and y by 4
    Oh god, I'm blind. I didn't even notice until now.
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    the main slowness in CompressBCN (exclusive) comes from the image access
    2:37 PM
    I suspect it would be faster if the image was in block linear (maybe could implement that)
    2:37 PM
    but it is not the slowest part of CompressBCN (inclusive)
    2:37 PM
    that is actually compressing each block
    Avatar
    Does the compiler optimizations automatically apply loop unrolling?
    2:43 PM
    but it's probably not terribly beneficial here
    2:44 PM
    (except for gathering the input block, which might get unrolled)
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    Pharynx
    I suspect it would be faster if the image was in block linear (maybe could implement that)
    You mean like rearrange the texels in memory to match the block layout used by BCn?
    Avatar
    as in put them in the nvidia block linear format
    2:51 PM
    it's optimized for spatial locality
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    We need some big brain maths people to optimise that algo
    2:52 PM
    There's gotta be some uber SIMD way to do it
    2:52 PM
    In some really weird obscure crazy algorithm way
    Avatar
    Should fix crashes when defeating the first boss in Master Detective Archives: Rain Code (#10987) The game configures a compute pipeline with 18 texture buffers which overflows compute_texture_buffers and causes garbage data to be written in compute_uniform_buffer_sizes. According to the vulkan spec the limit for texture buffers is maxPerStageDescriptorSampledImages. Looking at the switch vulkan driver in vulkaninfo the...
    Avatar

    Issue

    I, Archlinux user, latest kernel, latest mesa. AMD RX 6600XT, Vulkan. 16Gb of RAM Randomly, while playing Zelda Tears of the Kingdom, i get an error which force me to reboot the computer : DMESG LOG ` juil. 15 08:50:28 bibiserveur pipewire[1149]: spa.alsa: hdmi:0: (0 missed) impossible htimestamp diff:-38089 juil. 15 08:50:28 bibiserveur kernel: 0 pages hwpoisoned juil. 15 08:50:28 bibiserveur kernel: 0 pages cma reserved juil. 15 08:50:28 bibiserveur kernel: 101370 pa...
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    I rebase onto master and then github randomly decides to close my PR? amazing commit got unstaged for some reason and that broke github, made it think the pr got merged (edited)
    Avatar

    Issue

    Hi, Wheen booting Redout 2 it launches and runs through the title screens but once it reaches the main loading screen it freezes, the loading indicator animation does not move and the game does not move on. I have tried 5 versions spanning as far back as version 289 now and all result in the same below error:
    • VERSION 1497
    ``` [ 92.460032] Service core\hle\service\sm\sm_controller.cpp:QueryPointerBufferSize:72: (STUBBED) called [ 92.463781] Service.Audio audio_core...
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    Shylime
    Hi, I was checking the BCN implementation CompressBCN and it looks to me that it could potentially be optimized to reduce the amount of iterations if instead of directly iterating over the width and height of the texture, it iterates over blocks of size 4x4 pixels (block_size) limiting the boundaries in the process. Something like this? I'm not a C++ developer so I'm not that familiar with the language's specifics. c++ constexpr u32 block_size = 4; const u32 width_blocks = Common::DivideUp(width, block_size); const u32 height_blocks = Common::DivideUp(height, block_size); for (u32 y = 0; y < height_blocks; y++) { const u32 start_x = y * block_size; const u32 end_x = std::min(width_blocks, start_x + block_size); for (u32 x = start_x; x < end_x; x++) { // ... } } With that, in the best case scenario where the texture's width and height are both multiples of 4, the optimized code will save area / 16 iterations, isn't? In a 1920x1080 texture (just to put an example) that would be saving 129 600 iterations. The idea came after reviewing this webpage https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ where they put that The BCn formats all operate in terms of 4×4 blocks of pixels.
    A High Quality SIMD BC1 Encoder. Contribute to castano/icbc development by creating an account on GitHub.
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    it would be neat if it supported alpha with punch through for resource limited environments
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    this encoder is very slow
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    ah, unfortunate
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    stb_dxt is much faster
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    Hey, I was looking at astc.cpp specifically at this integer division p.Component(c) = static_cast<u16>(255.0 * (Cf / 65536.0) + 0.5);. Couldn't this be change into a shift operation?, so far as I know integer divisions are way more expensive than bit operations. Taking into account that this division is done blockHeight x blockWidth times it may be worth it.
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    where's the integer division
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    Ok, you cast Cf to be a double, forget it, I though that it still was C
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    also, the compiler will always remove integer division by constants
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    I was thinking of using a shift operation like this instead just to reduce the number of cpu cycles p.Component(c) = static_cast<u16>((Cf * 255 + 32768) >> 16);
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    did you profile it
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    No, I only did some maths to see if both operations gave the same results
    2:31 PM
    I could check all the possible values to see if both of them always give the same results
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    Deleted User 7/16/2023 2:32 PM
    Do it from 0 to 65535
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    Deleted User 7/16/2023 2:36 PM
    #include <cmath> #include <cstdint> #include <iostream> #include <limits> int main() { for (uint32_t c = 0; c < 65536; c++) { float a = std::floor(255.0f * (float(c) / 65536.0) + 0.5); float b = (c * 255 + 32768) >> 16; float diff = std::abs(b - a); if (diff > std::numeric_limits<float>::epsilon()) { std::cout << c << " -> " << diff << std::endl; } } return 0; }
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    Here is the JS code if you want to test it for (var Cf = 0; Cf < 65536; Cf++) { original = Math.floor(255.0 * (Cf / 65536.0) + 0.5) bitShift = (Cf * 255 + 32768) >> 16 if (original - bitShift != 0) { console.log("Not equal for: " + Cf) } } (edited)
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    Deleted User 7/16/2023 2:36 PM
    This little program prints nothing so I'll say it's okay
    2:36 PM
    But still, benchmark the actual thing
    2:36 PM
    I don't know how to :p
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    Well, I'm not sure about how the compiler does it's works, as I said before I'm not a C++ developer, but in terms of cycles, an integer operation like addition or shift should take one cycle on the CPU. The current implementation cast the C value into a float Cf, makes the operation and cast it back into an integer, I guess that that should take more time than just doing the integer operation? (edited)
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    Deleted User
    Do it from 0 to 65535
    I tested it with all integers and it's working
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    Shylime
    I was thinking of using a shift operation like this instead just to reduce the number of cpu cycles p.Component(c) = static_cast<u16>((Cf * 255 + 32768) >> 16);
    btw, 32768 comes from 2^15, so I can round Cf * 255 before doing the shift
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    Is any of this a bottleneck?
    3:10 PM
    lol
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Verify the ownership of the flatpak like firefox.

    Why would this feature be useful?

    It adds one more layer of trust for the user (This app is actually by the original devs and can be trusted).
    Avatar
    @liushuyu
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    GitHub
    Click to see attachment 🖼️
    Did you see this one byte?
    4:20 PM
    Anything for you in there?
    4:20 PM
    The one error for ages ago was in k_thread at least.
    4:20 PM
    But gone now
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    log is truncated
    4:23 PM
    but I also don't know that I could do anything without debugging it
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    Maide
    Anything for you in there?
    if I had to guess, the game has a threading race condition
    4:26 PM
    which is exacerbated by lack of translation cache
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    Maide
    Is any of this a bottleneck?
    Taking for example a 3 GHz processor (Single core) and a 1920x1080 texture, the amount of time required to proccess that instruction should be less than the actual implementation. The maths (theoretical estimation, needs a real benchmark) are: Integer approach: Multiply C by 255 - This multiplies the 16-bit input pixel value by 255 to scale it to the 0-255 range for an 8-bit output. Add 32768 and right shift 16 bits - The 32768 addition rounds the value before shifting right by 16 bits to truncate to 8 bits. So two integer operations - one multiply and one add/shift. Each integer math operation takes approximately 1 clock cycle For a 1920 x 1080 texture there are 2,073,600 pixels. So the total cycles needed is about 4,147,200. Therefore, total time needed = 4,147,200 / 3,000,000,000 = 0.00138 seconds Integer math can process the entire 1920x1080 texture in around 1.4 milliseconds. Current approach 2 conversions to/from float: 2 x 10 cycles = 20 cycles 1 division: 20 cycles 1 multiplication: 10 cycles 1 addition: 10 cycles Total cycles for image = 2,073,600 x 60 = 124,416,000 cycles Time needed = 124,416,000 / 3,000,000,000 = 0.041 seconds So the estimated time is about 41 milliseconds. Now, correct me if I'm wrong but it seems to me that this code runs in multiple cores (Common::ThreadWorker& workers{GetThreadWorkers()};) so the estimated time should be divided by the number of cores of the processor? (edited)
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    I can't imagine that really takes 41ms for that code only. (edited)
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    I mean, that's why it is a theoretical estimation, I used the common 10 cycles for floating operations
    4:43 PM
    It could be less
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    I can't imagine it's that slow on a GPU
    4:46 PM
    Plus the warps so it's / 32
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    Maide
    Plus the warps so it's / 32
    So like 41/32 = 1.28 ms?
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    I would also recommend you profile the gpu-based astc decoder, yes
    5:00 PM
    since this is what we enable by default and want everyone to use
    5:04 PM
    those nasty 4096x4096x121 layer environment textures in totk are one of the worst cases imaginable (edited)
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    Looks like names of those sections changed on yuzu website in the meantime. Also - I'm not completely sure, but it looks like translated versions have unnecessary backslashes?
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    @v1993#0 fix translations on transifex please (edited)
    5:09 PM
    your changes are going to get clobbered
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    Ugh, that's a mass replace (edited)
    5:09 PM
    Pain
    5:11 PM
    Would someone else do that, please? I think I'd have to sign up as translator and in this case for a ton of languages just to fix a single error...
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    you could also just change the source string to force everyone to retranslate it
    5:13 PM
    that might be less friction
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    So I should only leave changes to main strings.xml, i.e. one in values/?
    5:16 PM
    (Speaking of which, that issue also can be fixed by installing your title keys, but idk if that should be mentioned)
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1497, Mainline 869

    Description of Issue

    When booting Redout 2 it launches and runs through the title screens but once it reaches the main loading screen it freezes. The loading indicator animation does not move and the game does not continue to boot. I have tried 5 versions spanning as far back as version 869 now and all results. Log messages below seem to reference: "...
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    Pharynx
    those nasty 4096x4096x121 layer environment textures in totk are one of the worst cases imaginable (edited)
    I tested it with BotW (I don't currently have TotK) and see little to no difference with fps unlocked (Max: 65-66 FPS vs Max: 66-67). The only difference was some less stuttering but nothing to call a great improvement.
    7:12 PM
    Also less GPU memory usage (50 MB) but that may be something else. Is there some benchmark homebrew or something like that to test?
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    Better frametimes are always nice to have.
    7:14 PM
    Metroid Prime is another one to test, opening doors
    7:14 PM
    That freezes terribly because of ASTC memes
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    Shylime
    Also less GPU memory usage (50 MB) but that may be something else. Is there some benchmark homebrew or something like that to test?
    you can make one but improving astc decoding is virtually never going to improve fps
    8:42 PM
    because it's done once and then cached
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    Pharynx
    you can make one but improving astc decoding is virtually never going to improve fps
    After reviewing it better, I noticed that with -O2 the compiler already does som big brain optimizations to the point where the actual implementation runs equally fast as the bit shift that I showed, so yeah, there's no further optimization that can be done there 😦
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline Build - 01cd0ad5a

    Description of Issue

    For some reason cheat codes no longer work for Legends Arceus today, they just completely stopped with the newest update nor can I get them working any longer. The setup for the .txt file has not changed at all, and it's been setup for version 1.1.1 of the game for months now without any issues until now, and I tested Breath of the W...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I'm not sure if I'm at the right place to give this idea, I'm not that good at C++ programming for PC so I just give my idea to have faster ASTC texture decoding. I've read on one blog posts that ASTC texture is very slow and couldn't really be accelerated. Here's my idea to accelerate it, I'm not sure if it's p...
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    Deleted User 7/17/2023 7:44 AM
    We already have GPU ASTC don't we
    7:44 AM
    It's not even a hot path
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3754 , Stable release and all other versions

    Description of Issue

    When I try to open any game on yuzu it says launching and then it crashes It used to work for me a while ago It might be something I installed thats incompatible but I need help trying to find it because this happened before and I fixed it by deleted Twitch Studio but I dont know what it is this time ### Expec...
    2:43 PM
    This passes compiler flags from Gradle to CMake I'm running this locally, I'm not sure if you have something that could benchmark this change and I'm not sure if armv8.7a is too high for what you officially support I'm on a OnePlus 11 here (Snapdragon 8 Gen 2) but it doesn't seem to like compiling with sve or sve2, neither of them appear in /proc/cpuinfo I'm running something similar to build the Turnip drivers with optimisations too, Danil's branch rebased onto main
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    Deleted User 7/17/2023 3:02 PM
    Someone mentioned that byte is working on booting applets, any more details or resources? I'm curious and want to help out
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    look at my new-kpagetable branch (or don't)
    3:05 PM
    I already extracted a bunch of patches from it and put them up for review
    3:05 PM
    waiting for those to be merged to continue
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    Deleted User 7/17/2023 3:05 PM
    Cool thanks
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    once those are done I need to rebase and extract one more patch to make KProcess have its own dynarmic instances
    3:07 PM
    + global monitor (edited)
    3:07 PM
    that is a can of worms because a lot of stuff currently depends on memory being available during early init, which doesn't make much sense
    3:08 PM
    (the guest hasn't even been loaded, it has no mappings)
    3:10 PM
    the KPageTableBase stuff needs additional changes, we need different implementations for non-application processes that support multilevel paging
    3:11 PM
    and to keep the single level impl for the application
    3:11 PM
    KServerSession needs to be properly and fully fixed up (I have this work done and saved in a gist)
    3:14 PM
    I think that's all that's required for the kernel side of things to get multiple LLE processes coexisting
    3:14 PM
    on the user side, we have to fix the loader to enable creating non-application processes
    3:15 PM
    for applets in particular (not just sysmodules), we also need nvnflinger layer support
    3:15 PM
    right now we only draw the first layer
    3:16 PM
    also, the gpu core needs to know which process to read memory from when attached, it may be wise to move its init into nvservices because nvservices has to know
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    Gpu just calls into core memory
    3:19 PM
    So if that supports it, should be done already
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    that will only target the application process
    3:19 PM
    if there's an applet, it'd be wrong
    3:20 PM
    vaddrs need to be tagged with which process they belong to
    3:21 PM
    (gpu vaddrs don't, but cpu vaddrs do)
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    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1499, Mainline 1184, Mainline 869

    Description of Issue

    Quake fails to launch when applying the add-on Update 1.7 A clean install was used for each of the below builds: Mainline 1499 without update: launch success with update: launch failed (log file supplied) Mainline 1184 without update: launch success with update: launch failed (log file supplied) Mainl...
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    I got it booting but it doesn't render
    4:45 PM
    4:45 PM
    bunch of assert fails, @Maide might be interested
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    Deleted User 7/17/2023 4:46 PM
    At least you got the grenade launcher
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    What booting?
    4:46 PM
    Quake?
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    1. [ 23.895265] Debug <Critical> video_core/texture_cache/format_lookup_table.cpp:operator():242: Assertion Failed! texture format=47 srgb=false components={7 4 4 4} 2. [ 24.014287] Debug <Critical> video_core/engines/maxwell_dma.cpp:operator():74: Assertion Failed! 3. [ 136.890644] Debug <Critical> video_core/renderer_vulkan/vk_texture_cache.cpp:operator():1186: Assertion Failed! Unimplemented format copy from D32_FLOAT to A8B8G8R8_UNORM
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    Maide
    Quake?
    yeah
    4:48 PM
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    I thoguht we had some code that deals with depth to rgba8
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    47 is TextureFormat::Z32
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    util_shaders.ConvertS8D24
    4:52 PM
    Looks like we have s8d24 <> rgba8 but not d32
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    @ByLaws do we care about the data transfer type (pipelined / non-pipelined) in dma engine
    5:01 PM
    I guess you could maybe use it to opt somehow? But seems awkward
    5:01 PM
    But if you take a safe path each time you shouldn't have problems
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    if data transfer type is none, should the operation be skipped? what does this do?
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    my brain confused minsd and pminsd smh
    5:26 PM
    i love x86
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    Is there an existing issue for this?

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    Affected Build(s)

    Play Store 1462db4694

    Description of Issue

    Neon White crashes after intro video and loading screen https://youtube.com/watch?v=xX-LOYM8L7k&feature=share7

    Expected Behavior

    Game should continue to main menu screen and beyond

    Reproduction Steps

    1. Start game 2. Wait through intro sequence or press + to skip it 3. Game crashes at loading screen after around 30 seconds ...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Instead of just a checkbox for the 8GB extended memory layout, make a dropdown to select between the 6GB or 8GB extended layouts. For UX reasons maybe the dropdown would contain 4GB, 6GB, 8GB.

    Why would this feature be useful?

    Certain mods that may require an extended memory layout may only require the 6GB layout, and not the 8GB layout. In these cases users woul...
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    If final frame was transferred from GPU, it won't carry the props. Fixes #11089 This also needs an update to ffmpeg windows binaries to include scale filter which I suppose is required for pix formats conversions.
    thonking 1
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    Fixes #11108 Note: there are still rendering issues, but they are unrelated to this PR
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    @Pharynx ^ Is that a stub?
    2:25 AM
    though, realistically, it will return this value always unless you are on a devkit
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    Narr the Reg 7/18/2023 2:45 AM
    They are probably the same thing
    2:50 AM
    first 4 are access denied
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    Narr the Reg
    They are probably the same thing
    they are the same thing
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    Does yuzu emulate rectangular texture using host's normal ones?
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    They're split into triangles
    10:03 AM
    I think? I might be thinking about quads
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    That's probbaly quads you're thinking of, yeah
    10:05 AM
    Rectangular textures (these days) are basically just normal textures with less features and non-normalized texture coordinates
    10:05 AM
    The latter part got me curious about how they're handled with res scaling
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    Yeha, I know we have some shader code to fix their coords, which is currently bugged
    10:05 AM
    @FengChen should know, he implemented rectangle stuff
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    v1993
    Does yuzu emulate rectangular texture using host's normal ones?
    yes
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    Also, is basically every 3D game on switch using deferred shading?
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    tbh, s/on switch//
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    I thought the new meme is using forward rendering again?
    3:11 PM
    With more pre-processing of vertices
    3:12 PM
    The whole visibility buffer meme
    3:13 PM
    Although that's also deferred
    3:28 PM
    the new meme is raytracing
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    Maide
    The whole visibility buffer meme
    visibility buffers usually get used to create the gbuffer
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    GoldenX86_64 7/18/2023 4:45 PM
    the new meme is mesh shaders
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    mesh shaders don't really have anything to do with lighting
    ☝️ 1
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    GoldenX86_64 7/18/2023 4:58 PM
    SSMS
    4:58 PM
    screen space mesh shaders, didn't you hear?
    deepfried 2
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    Is there an existing issue for this?

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    Affected Build(s)

    Git Mainline

    Description of Issue

    With the latest LLVM git two errors are thrown when attempting to compile mainline-git. `/home/richterscale/yuzu-mainline/src/common/demangle.cpp:26:60: error: too many arguments to function call, expected single argument 'mangled_name', have 4 arguments 26 | demangled = llvm::itaniumDemangle(mangled.c_str(), nullptr, nullptr, nullp...
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    This PR implements querying for the amount of transform feedback data written, which some games use to then draw the written data afterwards, such as XC3 for its red particles, and some of the shadows in Metroid Prime Remastered. The way this is implemented can noticably reduce FPS in games, so I've put it behind a graphics option, and it's recommended to be left off unless the game you're playing does actually benefit from it, like XC3 especially. Hopefully with the future query cache ...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Hi, it would be great if the savegame location in the android app could be changed. Reason: That foldersync can use the folder to sync the savegame to a server.

    Why would this feature be useful?

    automatic synchronisation of the save game to a server with folder sync
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3599

    Description of Issue

    Game opens fine but crashes when i try to load into my tears of the kingdom save file all other related issues say its an old gpu and low vram problem but i cant belive that a 3060 cat run a game made for the nintendo switch

    Expected Behavior

    Load the save

    Reproduction Steps

    Mods: Force maximum clocks is off

    Log File

    [yuzu_log.tx...
    thonking 5
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline Build - 766700b2c

    Description of Issue

    yuzu_installer.log !image Yuzu was working for me about a week ago, tried to boot it up last night and it just won't open. (no process was already running like issues wit...
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    if anyone's wondering why there wasn't an EA posted for a week, it's because the webhooks that shipped azure logs broke and were only just fixed today
    kek 13
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    Not many changes the average user will see, though
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1493

    Description of Issue

    Controller will randomly disconnect during gameplay and hold down last pressed buttons until controller is unplugged then plugged back into your computer. I know this is a problem with Yuzu as the controller doesn't actually disconnect from my computer, rather Yuzu pretends it can't see it.

    Expected Behavior

    Controller works. ### Reproduction Steps...
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    user should try the custom pro controller driver
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    Build Notification BOT 7/21/2023 1:33 AM
    Build #20230721.1 part of pipeline yuzu patreon stage2 failed.
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    Been a while since I've seen that
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    it's because nasm.us (nasm is a build dep of openssl) has been having intermittent availability
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    Internal testing has shown these result in higher committed memory usage in some systems. Also Ob2 is already implied by O2, so that can be removed as well.
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    BreadFish64 7/21/2023 7:08 AM
    🤔 Have you tried /Ob3?
    8:08 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Allow remapping keys from a controller (or keyboard) to allow changing buttons by preference or support controllers that aren't mapped correctly. It would also be nice to be able to edit axis deadzones, but it's less of a priority to me. This is already implemented in other platforms, and it's even in the config.ini file, but as far as I know, it isn't implemented fo...
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    Affected Build(s)

    Early Access 3764

    Description of Issue

    When entering the first "dark" cave that requires the headlamp to navigate, the headlamp either flickers or doesn't work at all depending on where you're standing in said dungeon.

    Expected Behavior

    Headlamp should illuminate a small space around the player character.

    Reproduction Steps

    Just enter the cave and it happens every time...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1502

    Description of Issue

    !image It just started happening after this update. There's varying levels to its bugginess from weird colors to just pure white. a bomb went off.

    Expected Behavior

    Not this

    Reproduction Steps

    Just exist anywhere for a few seconds. Usually anywh...
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    Is there an existing issue for this?

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    Affected Build(s)

    1496

    Description of Issue

    Puzzle 049 at the wharf in the Madame Doublee case, the rabbits and the flowers in the puzzle grid do not render correctly. !image

    Expected Behavior

    Ideally they should appear like this ![image](https://github.com/yuzu-emu/yuzu/assets/140200099/5d42c687-e61...
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    Build Notification BOT 7/21/2023 7:07 PM
    Build #20230721.3 part of pipeline yuzu patreon stage1 was manually stopped.
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    Seems like there's a memory leak within httplib. For now we can replace this code with QtNetworkRequest. This bring us multiple benefits. The first one is that no longer stalls until the image is ready. Second it saves 2GB of ram.
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    Deleted User 7/21/2023 7:24 PM
    Any downsides to keeping QtNetworkRequest forever?
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    I am skeptical this works as intended
    7:24 PM
    it should really not be async
    7:24 PM
    imo
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    Narr the Reg 7/21/2023 7:26 PM
    I will need to actually test the code on a PC with discord client installed. So far I only made sure fetching the url works properly
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    Deleted User
    Any downsides to keeping QtNetworkRequest forever?
    Narr the Reg 7/21/2023 7:28 PM
    Not really, But ideally I would like this code to be available from all frontends and not just qt
    7:29 PM
    Now I have to open a ticket for httplib. Something is terribly broken in there. (edited)
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    Doesn't look like you delete manager?
    7:31 PM
    Or is that the deleteLater?
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    Narr the Reg 7/21/2023 7:31 PM
    It should be the deleteLater. I'm still reading the QtDocumentation on how to use this properly
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    deleteLater is correct
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    I have a doubt in this part of gpu.cpp, std::shared_ptr<Control::ChannelState> CreateChannel(s32 channel_id) { auto channel_state = std::make_shared<Tegra::Control::ChannelState>(channel_id); channels.emplace(channel_id, channel_state); scheduler->DeclareChannel(channel_state); return channel_state; } channel_id is always an unique key? (edited)
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    Maide
    Yes
    Thanks
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    Well, assuming it's working as intended and as I remember lol
    7:37 PM
    See free_channel_ids and stuff related to that (edited)
    7:38 PM
    It uses the size of the vector and then recycles the ids
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    Shylime
    I have a doubt in this part of gpu.cpp, std::shared_ptr<Control::ChannelState> CreateChannel(s32 channel_id) { auto channel_state = std::make_shared<Tegra::Control::ChannelState>(channel_id); channels.emplace(channel_id, channel_state); scheduler->DeclareChannel(channel_state); return channel_state; } channel_id is always an unique key? (edited)
    Oh wait this is a different channel entirely, that's confusing. Still looks like it's unique though as new_channel_id only monotonically increases and never resets as far as I can see.
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    Maide
    Oh wait this is a different channel entirely, that's confusing. Still looks like it's unique though as new_channel_id only monotonically increases and never resets as far as I can see.
    Yeah, I saw new_channel_id++ in AllocateChannel() after you answered.
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    btw, I also noticed that in TickWork() the mutex is unlocked and locked using sync_request_mutex.unlock() and sync_request_mutex.lock(). Isn't this the same as using lck.unlock(); lck.lock();? https://github.com/yuzu-emu/yuzu/blob/efda6cc9ec4b917ff1478f0bf3a181efec929553/src/video_core/gpu.cpp#L133
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    Is it safe to get the size of a file via filesystem::file_size while the file is open and has been written to?
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    it does not seem to be, no
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    What does our VFS use for size?
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    it calls first fflush on the backing file, and then calls file_size on the path
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    Searching for filesystem::file_size over the entire project gives no results, what file_size is it using?
    8:44 PM
    Ah ok fs::file_size
    8:44 PM
    Fair enough
    8:44 PM
    It's annoying to keep closing and re-opening files
    8:47 PM
    Oh by the way, is there a way to guarantee that closing Yuzu via the console X works the same as closing by the main Qt window X? Console X is very unsafe as it won't run any destructors, and the app can be in the middle of writing files for instance.
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    console x should respect the user's request to terminate the app as quickly as possible
    8:48 PM
    if you need data integrity, don't rely on destructors
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    Well how else can I prevent an app closing when writing files?
    8:48 PM
    It's a problem in Yuzu as-is I'm pretty sure.
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    which file is the problem
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    Like the pipelines
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    write the data to a temporary file, and then rename it into place
    8:49 PM
    temporary file is automatically deleted by yuzu on startup
    8:50 PM
    all filesystems guarantee that renames are atomic
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    What about it happening between files though.
    8:53 PM
    If you rely on multiple
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    the way I'd do it for one file is 1. rename the existing pipeline binary to .old to move it out of the way (delete the existing one if necessary) 2. write the new pipeline binary to .tmp 3. remove the .old 4. rename the .tmp to the proper pipeline binary
    8:55 PM
    on startup, you would then delete any .tmp and move any existent .old to the pipeline binary
    8:55 PM
    this is crash-safe if the filesystem is
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    Maide
    Oh by the way, is there a way to guarantee that closing Yuzu via the console X works the same as closing by the main Qt window X? Console X is very unsafe as it won't run any destructors, and the app can be in the middle of writing files for instance.
    Deleted User 7/21/2023 8:56 PM
    Catch the signal
    Avatar
    windows
    8:57 PM
    (yes, on not-windows you get a sighup)
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    sighup
    8:58 PM
    You do get psyop'd by Linux I agree.
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    this comes from unix
    8:59 PM
    same exists on mac
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    Each of these instances happened to be one where we know the underlying type in one way or another and there is no need for an RTTI-based cast.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3770

    Description of Issue

    The game runs fins, but CO animations have significant fps drops. The audio is also out of sync and moves fast than the image.

    Expected Behavior

    Smooth animation. Build 1409 used to handle it perfectly.

    Reproduction Steps

    Can be seen when initiating CO action in battle. Can also be seen when using the gallery and playing CO animat...
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    Affected Build(s)

    Early Access 3772

    Description of Issue

    When I enable internet in Yuzu settings, Splatoon 3 always stucks at the first loading screen and there's a lot of error spamming in log (Service core\hle\service\sockets\bsd.cpp:PollImpl:562: File descriptor handle=0 is not allocated). That also turns log file size to >100MB after two minutes of waiting.

    Expected Behavior

    I think when...
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    Affected Build(s)

    Mainline 1498

    Description of Issue

    At random times, TOTK will crash and this will be the last line in the yuzu_log.txt.old.txt file afterwards: [1032.848785] HW.Memory core/memory.cpp:operator():239: Unmapped ReadBlock @ 0x00000010D7AC9000 (start address = 0x00000010D7AB9000, size = 69632)

    Expected Behavior

    TOTK should not crash randomly.

    Reproduction Steps

    1. In...
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    Build Notification BOT 7/22/2023 3:18 PM
    Build #20230722.3 part of pipeline yuzu patreon stage1 was manually stopped.
    3:18 PM
    Build #20230722.4 part of pipeline yuzu patreon stage1 was manually stopped.
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    What feature are you suggesting?

    I am suggesting that a functionality exists where anyone you are in a room with in multiplayer will be indicated as a "friend" to the system.

    Why would this feature be useful?

    This feature will be useful for games, like Minecraft, where local play won't work unless you are friends with each other. I'm not sure how many other games behave like this, but I encountered...
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    no friends
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    This significantly improves the performance of the slowest shader compilation in Splatoon 3, from 30 seconds down to about 4 seconds. This is still too slow, but substantially better now. I originally only used map, but found that the extra space overhead of unordered_map was worth it for this case when benchmarking.
    👀 1
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    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1504 and newer

    Description of Issue

    Issue as stated in the title. When exiting yuzu on Windows after booting it up, yuzu quits silently as expected but a crash dump file is always produced at C:\Users\[UserName]\AppData\Local\CrashDumps\ Last build that behaved normally is Mainline 1503

    Expected Behavior

    Yuzu not to produce a crashdump on exit. ### Reprod...
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    @toast2903 might be yours ^
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    Affected Build(s)

    Mainline 1504

    Description of Issue

    When I play Pikmin 4 it often happens that the frame rate goes down.

    Expected Behavior

    Stable frame rate.

    Reproduction Steps

    https://www.dropbox.com/s/yjqoklj2zs0ltab/Decky-Recorder_2023-07-23_18-45-04.mp4?dl=0

    Log File

    yuzu_log.txt

    System Configuration

    http...
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    GitHub
    Click to see attachment 🖼️
    Run yuzu on a powerful PC, use Steam Remote Play, problem solved!
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    I believe it needs investigation (edited)
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    Rework of #4098 This is part of a grander plan to support either downloadable or compiled configs with settings specific to different titles. To reach that goal, I wanted to be able to iterate thro...
    5:47 PM
    It seems a bit broken for me, making sure I'm reporting in the right PR
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    v1993
    https://github.com/yuzu-emu/yuzu/pull/10839 touches GUI as well, right?
    believe so, makes the per game advanced graphics configuration spacing a bit off for me
    5:48 PM
    global
    5:48 PM
    per game
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    It's a little more broken than that for me
    5:50 PM
    AppImage version has icons for reset buttons but unclickable button under "Device" is still there
    thonking 1
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    🤔 well I can't reproduce that
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    Weird how it happens with other icons too, so it's seemingly not caused by theme lacking one
    6:06 PM
    I wonder if it may be GCC's brokenness showing up again
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    i'm compiling with clang 15.0.7
    6:07 PM
    could be it
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    Yeah, I'm giving clang a shot too rn
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    Hmm, nope, still broken
    6:24 PM
    @__fastcall How does that window look to you if you select vulkan as a per-game setting?
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    v1993
    @__fastcall How does that window look to you if you select vulkan as a per-game setting?
    Seems normal
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    v1993
    It's a little more broken than that for me
    I see you have the inconsistant spacing issue too though
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    And what if you select OpenGL with unusual shader backend?
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    v1993
    It's a little more broken than that for me
    Oh i need to fix that, it comes up sometimes but i forget exactly how i make it happen
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    it won't actually let me change the shader backend until I reselect opengl from the dropdown, that needs to be changed
    6:28 PM
    but once I do, I see the bug
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    The shader backend setting is supposed to be tied to the api selector
    6:28 PM
    So the second button is an error
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    __fastcall
    it won't actually let me change the shader backend until I reselect opengl from the dropdown, that needs to be changed
    That actually makes sense to me tbh, since you only can override shader backend if you force opengl for that game
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    toast2903
    Oh i need to fix that, it comes up sometimes but i forget exactly how i make it happen
    Any clue what's the deal with missing icons though?
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    v1993
    That actually makes sense to me tbh, since you only can override shader backend if you force opengl for that game
    true, I just thought that changing the shader backend would automatically assume i'm forcing opengl
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    Not sure, im using icons that supposed to be included in qt
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    Maybe I should try building with qt6
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    what distro are you on?
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    Manjaro
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    not like it's massively outdated or anything then, odd
    6:30 PM
    fine on arch
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    Yeah, it's pretty weird
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    v1993
    Yeah, it's pretty weird
    is the per game configuration window also too small for you by default? (edited)
    6:31 PM
    I see those two weird buttons to the side if I don't expand it
    6:32 PM
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    Yep, although those buttons at least have arrows for me
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    oh they look much better there, not sure why the icon and spacing is broken for me
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    Huh, building with Qt6 fails at cmake step for me CMake Error at externals/vcpkg/scripts/buildsystems/vcpkg.cmake:633 (_add_library): _add_library cannot create ALIAS target "Vulkan::Headers" because another target with the same name already exists. Call Stack (most recent call first): externals/Vulkan-Headers/CMakeLists.txt:47 (add_library)
    6:44 PM
    Ah, got it, YUZU_USE_EXTERNAL_VULKAN_HEADERS needs to be disabled
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    Well, icon is there with Qt6, but that predictably doesn't theme like Qt5 does
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    Affected Build(s)

    1504

    Description of Issue

    For some users, if they don't follow the quickstart guide carefully enough, can wind up getting an error that implies that they somehow have an invalid rom, instead of just not being able to decrypt it. !image The error indicated a header type that was not imple...
    🍝 6
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    (closed, not merged) (edited)
    🙏 1
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    Affected Build(s)

    Mainline 1504

    Description of Issue

    In splatoon 2 when i go the the multiplayer lobby my fps drops to zero and the game with the emulator closes. video

    Expected Behavior

    the multiplayer menu shows up

    Reproduction Steps

    1. open the game. 2. just go straight 3. wait

    Log File

    [yuzu_log....
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    Is there an existing issue for this?

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    Affected Build(s)

    Early Access 3776

    Description of Issue

    Now the infinite loading screen problem with enabled network was fixed but it seems like it's not possible to use any local multiplayer features as making a lobby in The Shoal gives the 2318-0006 error message.

    Expected Behavior

    Like the previous issue I posted, I expect the network features to work just like the Splatoon 2 ones do. ##...
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    If you load yuzu without keys and already have a cache entry the game list will crash as soon as it tries to get the localized title id. Return early when the loader fails.
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    Build Notification BOT 7/24/2023 5:48 PM
    Build #20230724.1 part of pipeline yuzu patreon stage1 was manually stopped.
    5:48 PM
    Build #20230724.2 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1505

    Description of Issue

    Severe FPS drops when running around and in cutscenes. GPU accuracy already set to high. Frames drop to 2-5 FPS. No graphical issues of any kind aside from this.

    Expected Behavior

    Game should run at a solid 30fps consistently

    Reproduction Steps

    Roam around the overworked anywhere aside from the hub area long enough and you will encounter frame...
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    Allows to add controllers and validate current configuration when the Controller Applet is opened. Add a controller if possible (less than maximum) by using "Right" and remove by using "Left" (more than minimum). Use "A" to validate and "B" to cancel. If less controllers than minimum are selected and the user tries to validate, an error message is shown. It disappears when the number of controllers is increaed.
    👀 6
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    Narr the Reg 7/24/2023 8:04 PM
    Oh nice. I need to check this one
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    Affected Build(s)

    Mainline 1504/1505

    Description of Issue

    Basically title, in the open world even in non intensive areas I get lots of stuttering and random frame drops. This doesnt happen when I play windowed, only in exclusive full screen, the stutters are not shaders building either, the only happen in exclusive full screen.

    Expected Behavior

    No stutters

    Reproduction Steps

    Walk aroun...
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    Hi, I have a question, how do you profile a shader in visual stuido 2022? I've been reviewing astc_decoder.comp and I have found some equivalents expressions that may or may not improve the decodification speed of the astc textures. But I have never profiled anything gpu related so I'm not sure how should I measure it.
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    you need to use a tool designed for it like nsight graphics
    1:16 AM
    however, I will offer that the astc decoder is very competitive performance-wise with the astc decoder nvidia designed for their opengl driver
    1:16 AM
    and I would assume that nvidia put a lot of optimization effort into it
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    Pharynx
    however, I will offer that the astc decoder is very competitive performance-wise with the astc decoder nvidia designed for their opengl driver
    Oh, I didn't knew that this was the implementation from nvidia. The only things that I found so far is that instead of using clamp() in ClampByte() the actual implementation is this uvec4 ClampByte(ivec4 color) { for (uint i = 0; i < 4; ++i) { color[i] = (color[i] < 0) ? 0 : ((color[i] > 255) ? 255 : color[i]); } return uvec4(color); } Instead of something like uvec4 ClampByte(ivec4 color) { return uvec4(clamp(color, 0, 255)); } Or that in BitTransferSigned the current implementation uses an if that can be simplified into a bit operation From this ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred.y = b >> 1; transferred.y |= a & 0x80; transferred.x = a >> 1; transferred.x &= 0x3F; if ((transferred.x & 0x20) > 0) { transferred.x -= 0x40; } return transferred; } To this if I'm not mistaking ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred.y = b >> 1; transferred.y |= a & 0x80; transferred.x = a >> 1; transferred.x &= 0x3F; transferred.x -= ((transferred.x >> 5) & 1) << 6; return transferred; }
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    it's not the implementation from nvidia
    1:23 AM
    but, the code in nvidia's driver was probably coauthored by a former yuzu developer
    kek 6
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    Oh, OK, I didn't understood what you meant, I'm not really good in english (edited)
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    Shylime
    Oh, I didn't knew that this was the implementation from nvidia. The only things that I found so far is that instead of using clamp() in ClampByte() the actual implementation is this uvec4 ClampByte(ivec4 color) { for (uint i = 0; i < 4; ++i) { color[i] = (color[i] < 0) ? 0 : ((color[i] > 255) ? 255 : color[i]); } return uvec4(color); } Instead of something like uvec4 ClampByte(ivec4 color) { return uvec4(clamp(color, 0, 255)); } Or that in BitTransferSigned the current implementation uses an if that can be simplified into a bit operation From this ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred.y = b >> 1; transferred.y |= a & 0x80; transferred.x = a >> 1; transferred.x &= 0x3F; if ((transferred.x & 0x20) > 0) { transferred.x -= 0x40; } return transferred; } To this if I'm not mistaking ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred.y = b >> 1; transferred.y |= a & 0x80; transferred.x = a >> 1; transferred.x &= 0x3F; transferred.x -= ((transferred.x >> 5) & 1) << 6; return transferred; }
    Deleted User 7/25/2023 1:26 AM
    Compilers aren't that dumb
    Avatar
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    Shylime
    Oh, I didn't knew that this was the implementation from nvidia. The only things that I found so far is that instead of using clamp() in ClampByte() the actual implementation is this uvec4 ClampByte(ivec4 color) { for (uint i = 0; i < 4; ++i) { color[i] = (color[i] < 0) ? 0 : ((color[i] > 255) ? 255 : color[i]); } return uvec4(color); } Instead of something like uvec4 ClampByte(ivec4 color) { return uvec4(clamp(color, 0, 255)); } Or that in BitTransferSigned the current implementation uses an if that can be simplified into a bit operation From this ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred.y = b >> 1; transferred.y |= a & 0x80; transferred.x = a >> 1; transferred.x &= 0x3F; if ((transferred.x & 0x20) > 0) { transferred.x -= 0x40; } return transferred; } To this if I'm not mistaking ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred.y = b >> 1; transferred.y |= a & 0x80; transferred.x = a >> 1; transferred.x &= 0x3F; transferred.x -= ((transferred.x >> 5) & 1) << 6; return transferred; }
    There's quite a lot of theory-crafting here, unless the compiler explicitly doesn't perform any optimizations then they would be able to replace them with optimized variants
    1:37 AM
    the generated asm should be analyzed
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    BreadFish64 7/25/2023 1:53 AM
    Don't have anything on-hand for analyzing shaders, but the CUDA compiler is more than capable of optimizing these.
    1:55 AM
    #include <Eigen/Dense> using ivec2 = Eigen::Vector<int, 2>; __device__ ivec2 BitTransferSigned(int a, int b) { ivec2 transferred; transferred[1] = b >> 1; transferred[1] |= a & 0x80; transferred[0] = a >> 1; transferred[0] &= 0x3F; if ((transferred[0] & 0x20) > 0) { transferred[0] -= 0x40; } return transferred; } __global__ void Kernel(int* x) { ivec2 res = BitTransferSigned(x[0], x[1]); x[0] = res[0]; x[1] = res[1]; } Generates this for Ampere (edited)
    1:55 AM
    Kernel(int*): IMAD.MOV.U32 R1, RZ, RZ, c[0x0][0x28] IMAD.MOV.U32 R2, RZ, RZ, c[0x0][0x160] ULDC.64 UR4, c[0x0][0x118] IMAD.MOV.U32 R3, RZ, RZ, c[0x0][0x164] LDG.E R0, [R2.64] LDG.E R4, [R2.64+0x4] LOP3.LUT P0, RZ, R0, 0x40, RZ, 0xc0, !PT SHF.R.U32.HI R6, RZ, 0x1, R0 SHF.R.S32.HI R5, RZ, 0x1, R4 LOP3.LUT R7, R6, 0x3f, RZ, 0xc0, !PT LOP3.LUT R5, R5, 0x80, R0, 0xf8, !PT @P0 LOP3.LUT R7, R7, 0xffffffc0, RZ, 0xfc, !PT STG.E [R2.64+0x4], R5 STG.E [R2.64], R7 EXIT
    1:59 AM
    and here's the PTX, because all of the LOP3s make the SASS kinda unreadable
    1:59 AM
    .visible .entry Kernel(int*)( .param .u64 Kernel(int*)_param_0 ) { ld.param.u64 %rd1, [Kernel(int*)_param_0]; cvta.to.global.u64 %rd2, %rd1; ld.global.u32 %r1, [%rd2]; ld.global.u32 %r2, [%rd2+4]; shr.s32 %r3, %r2, 1; and.b32 %r4, %r1, 128; or.b32 %r5, %r3, %r4; shr.u32 %r6, %r1, 1; and.b32 %r7, %r6, 63; and.b32 %r8, %r1, 64; setp.eq.s32 %p1, %r8, 0; or.b32 %r9, %r7, -64; selp.b32 %r10, %r7, %r9, %p1; st.global.u32 [%rd2], %r10; st.global.u32 [%rd2+4], %r5; ret; }
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    Deleted User
    Compilers aren't that dumb
    That's why I asked how to profile the gpu. I don't really know if there's any difference whatsoever.
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    BreadFish64
    and here's the PTX, because all of the LOP3s make the SASS kinda unreadable
    assembly with bunnies
    2:37 AM
    it's remarkable how similar this looks to maxwell
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    ? Cause it is the same
    2:43 AM
    What do you mean
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    maxwell and ampere are different isas
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    Dunno what you mean by ISA there, PTX and SASS don't change much I thought?
    2:44 AM
    They just update it
    2:45 AM
    Change some things, mostly adding new instructions and operands to existing ones, but they don't redesign the entire language every time?
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    well, unless you're amd
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    TL;DR

    From my testing on Nvidia's drivers: OpenGL ASTC decode performance improved by up to 10x, and is now usually 2x the performance of Vulkan Vulkan ASTC decode performance is unchanged, potentially a memory latency bottleneck.

    Changes

    This change introduces some optimizations for the ASTC decoder. Broadly summarizing there are 4 main changes:
    • Pack EncodingData into a single uint, rather than 4 separate uints
    • Preference to use vectors over scalars to reduce register ...
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    speak of the devil
    3:09 AM
    what if this crashes on intel
    3:09 AM
    kek
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    When iGPU drivers are better than ARC drivers
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    GoldenX86_64 7/25/2023 5:29 AM
    if you manage to run a game with shintel on opengl, it's a miracle
    this 3
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    GoldenX86_64 7/25/2023 5:46 AM
    this requries polaris testing, since it's the weakest arch for the decoder, will get to it
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    this is an unbelievably huge improvement holy hell
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/25/2023 6:04 AM
    Bummer it doesn't seem to affect Vulkan, but wow for OpenGL (edited)
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ
    Bummer it doesn't seem to affect Vulkan, but wow for OpenGL (edited)
    It seems to be heavily hardware dependent
    6:05 AM
    it should improve your 3090
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/25/2023 6:05 AM
    oh?
    6:05 AM
    I should look into it more then
    6:05 AM
    Oh... wow no Vulkan is supercharged holy hell
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    My 980 ti was negatively affected, but I need to reinstall drivers and recheck
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 7/25/2023 6:06 AM
    I'm absolutely going to play around with this tomorrow realshit
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    GoldenX86_64
    this requries polaris testing, since it's the weakest arch for the decoder, will get to it
    I’ve got you
    6:10 AM
    I’ve been daily driving a Vega 56 for the last few weeks, any reason I should test on that?
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1505

    Description of Issue

    After loading random number of videos, they start to repeat the last few frames, freeze, or show garbage graphics. A game restart is require to fix temporarily. (EPILEPSY WARNING IN VIDEO) https://github.com/yuzu-emu/yuzu/assets/20197194/7969cd78-3fc7-4068-86a3-06cd111ff939

    Expected Behavior

    videos play normally without problem ### Reprodu...
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    What even?
    Avatar
    My goodness
    Avatar
    Deleted User 7/25/2023 8:38 AM
    It seems like there is a storm of people doing this to all the open source projects one could find on GitHub and the likes. We're not alone
    8:39 AM
    Just delete the issues and PRs, no explanation needs to be given
    Avatar
    SleepingSnake 7/25/2023 11:12 AM
    People have nothing better to do nowadays it seems.
    Avatar

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    Affected Build(s)

    EA 3777

    Description of Issue

    After #11095, attaching to GDB with IDA will cause emu to force-close itself, for some reason IDA tries requesting some invalid memory address, previously this was caught by IsValidVirtualAddressRange, but the PR changed it to just rely on ReadBlock / WalkBlock instead. The crash can also be triggered when viewing memory through normal gdb. ...
    Avatar
    it happens because the requested address is so far out of range that it overflows the page table
    1:03 PM
    fuck off ida
    Avatar
    those checks could be made before doing the readblock
    1:08 PM
    from ExecuteCommand to avoid polluting non debugging codebase
    Avatar
    Deleted User 7/25/2023 1:41 PM
    Funny anti-debugging technique
    Avatar
    If you are fluent in French and want to change an app to French, are you looking for French or Française? If you accidentally change the language to Spanish, but only speak English, are you looking for Inglés or English? Honestly, there is no real use for having the language name translated beyond curiosity, but it also avoids the entire discussion of what translations might be considered sensitive.
    Avatar
    This package download has intermittent failures due to host Internet issues (presumably), so download it ourselves from our own hosting.
    5:41 PM

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    Affected Build(s)

    Mainline 1505 / EA 3777

    Description of Issue

    I'm here to describe two BIG problems that plague Tears of the Kingdom gameplay and make it impossible. 1 - INTERFACES OUTPUT FREEZING Basically, since I'm forced to use the BC3 recompression (no compression: VRAM peak 3,9 GB, BC3: VRAM peak 3,5 GB) of the ASTC textures, I have a 5 second freeze every time I close ANY type o...
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    Is it me or that issue sounds like overly "entitled user"
    Avatar
    Lol, he's a pirate xD. I just looked at the log and that's it
    kek 3
    Avatar
    GoldenX86_64 7/25/2023 7:08 PM
    Figures
    Avatar
    • Add dialog window to ask to close the game
    • Add a shortcut that opens the close dialog with the pad
      • Plus + Minus by default (and Ctrl + E for keyboard)
    • Create generic question dialog based on TAS dialog
      • It allows controller interaction on most dialogs
    Avatar
    With this and my previous PR, you should be able to launch a game, change the number of players, close the game and start a new one just with the controller
    sparklies 2
    Avatar

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    Affected Build(s)

    Early Acess 3755

    Description of Issue

    Goodnight. The game mentioned above does not recognize the emulator itself, because I have the keys and the firmware all updated correctly. And when you select the game rom, it says that the key is invalid.

    Expected Behavior

    Goodnight. The game mentioned above does not recognize the emulator itself, because I have the keys and the firmwa...
    Avatar

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    Affected Build(s)

    Early Access 3776

    Description of Issue

    well I don't know what happened some time ago the game was running fine now it's giving audio flickering and softlock right in the first battle

    Expected Behavior

    https://github.com/yuzu-emu/yuzu/assets/99848172/f9a603c2-fdba-404a-ac47-3c1960254118

    Reproduction Steps

    .

    Log File

    .

    System Configuration

    CPU: i7 - 118...
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    Affected Build(s)

    Mainline 1507

    Description of Issue

    I was playing a game of Mario Party Superstars with a friend, we were both using Switch Pro Controllers using one 8bitdo wireless usb adapter 2 for each controller (the adapter only supports one controller at a time, I got multiple of those because of pairing issues as of late with Switch Pro Controllers on a standard Bluetooth 5.0 usb adapter). ...
    Avatar
    @Pharynx New AMD driver that fixes the first part of the RDNA3 issues is out
    Avatar
    Build Notification BOT 7/26/2023 2:34 PM
    Build #20230726.1 part of pipeline yuzu patreon stage1 was manually stopped.
    2:37 PM
    Build #20230726.2 part of pipeline yuzu patreon stage1 failed.
    Avatar
    Build Notification BOT 7/26/2023 3:09 PM
    Build #20230726.3 part of pipeline yuzu patreon stage1 failed.
    Avatar
    AMD has fixed this issue with public driver 23.7.2, so the blacklist is no longer needed
    12:00 AM

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    Affected Build(s)

    EA 3765

    Description of Issue

    tears of the kingdom launches and builds shaders and even makes the static sound that it makes when the game launches in blackscreen but it crashes right before the actual main menu loads up

    Expected Behavior

    open the main menu

    Reproduction Steps

    mods:

    Log File

    [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/12178193/...
    Avatar
    On devices that don't support D24S8 but supports D32S8, this should still return true if D32S8 supports src and dst blit
    Avatar
    @epicboy I will try and retest the rest of the GPUs today, I was too busy with the new furry game yesterday
    Avatar

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    Affected Build(s)

    Mainline 1507 / Early Accès 3780

    Description of Issue

    The game launch normally but the update and Dlc not

    Expected Behavior

    Tried on a single Xci file and tried with the update and the dlc installed in the nand and the vanilla game in nsp. Latest keys and firmware installed. The same files working well on my switch and on Ryujinx emulator.

    Reproduction Steps

    Launch Sku...
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    Affected Build(s)

    Yuzu 1508

    Description of Issue

    I can't map the steam deck's L2 to the zl button, for some reason yuzu registers it as axis 2 instead of what's supposed to be axis 4. And when I try playing games with it, the button doesn't work. Yes I did try running through gaming mode, and I even tried changing to gamepad mode and the results are the same, it's still axis 2. ### Expected Behavi...
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    Affected Build(s)

    Mainline 1508

    Description of Issue

    Right before receiving a light of blessing from the first shrine in the game (ultrahand one) the game crashed and stopped launching after it. When I try to launch it it crashes right before shaders are done loading. I tried using OpenGL but it froze me pc so I couldn't even open task manager and after this it just crashes in first few secon...
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    SleepingSnake 7/27/2023 1:32 PM
    I was about to tell them to ask for support in the Discord server deepfried
    Avatar
    Deleted User 7/27/2023 1:36 PM
    It's fine, they closed the issue instead of leaving it there for years. Speaking of which maybe there should be an issue purge. 1.3k is quite a bit too much to manage through GitHub's UI IMO (edited)
    Avatar
    SleepingSnake 7/27/2023 1:52 PM
    Citra has less than half of that, and it's realllly time consuming to get through them all over there.
    1:52 PM
    I should really get back to doing that....
    Avatar
    Allows the descriptor set allocator to use a simpler linear allocator. Yuzu does not seem to free individual descriptor sets which makes this flag unnecessary.
    3:16 PM

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    Affected Build(s)

    yuzu 1509 and earlier

    Description of Issue

    In Pikmin 4 changing speed limit to above 100 or to uncapped does not change game speed or framerate. It stays locked at 30fps. Lowering it below 100 to decrease speed appears to still work properly.

    Expected Behavior

    Game speed and framerate should increase in proportion to the set speed limit.

    Reproduction Steps

    Raise ...
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    This is far from done, just opening as a draft to start discussion. What should we add? What should we remove? Thoughts, and/or opinions appreciated. Login endpoint for this is not ready yet so even if you did compile and run this, you wont get past the first page.
    👀 3
    Avatar

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    Affected Build(s)

    Mainline 1476 +

    Description of Issue

    Hoping some one can help or point me in the right direction, back in June yuzu mainline prebuilt updates (working build 20230620-a67bdeh2c 1475, crashing 20230621-e3122c5b4 1476) stopped working (yuzu main window doesn't open, APPCRASH in windows event logs, no yuzu log) for me on my mini pc (intel n100), but works fine on my main pc (ryzen 580...
    Avatar
    Looks like intel really nerfed the rdtsc frequency on that N100, lol
    💀 1
    10:36 PM
    Ah, the base clock is around 800MHz
    Avatar
    We are providing a conversion to nanoseconds in NativeClock, which is more precise than the GPU tick. Fixes #11172
    Avatar

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    Affected Build(s)

    mainline-0-1508 and later (might be earlier as well but i havent tried the older builds)

    Description of Issue

    Upon entering a quest online in Monster hunter generations ultimate it will spam this line of code not stopping until the game is closed: [ 341.327968] Service.FS core\file_sys\system_archive\system_archive.cpp:SynthesizeSystemArchive:75: Synthesizing system archive 'T...
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    Deleted User
    Cool thanks
    decided I want to split this into two phases
    4:19 AM
    first where I just do the jits
    4:19 AM
    and then a second where I do the memory
    💯 7
    Avatar
    Build Notification BOT 7/28/2023 1:30 PM
    Build #20230728.1 part of pipeline yuzu patreon stage1 was manually stopped.
    1:30 PM
    Build #20230728.2 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar

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    Affected Build(s)

    Latest Build

    Description of Issue

    Previous versions of Yuzu Oneshot would appear in the GUI and hang upon attempting to load. In more recent versions the game no longer appears in the GUI and attempting to load the file will give a error about having improper keys.

    Expected Behavior

    ![image](https://github.com/yuzu-emu/yuzu/assets/51726770/0162775c-0a12-4006-bd67-5049f799e15...
    Avatar

    Is there an existing issue for this?

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    What feature are you suggesting?

    Simply reverse stereo speakers. Right out left and left out right.

    Why would this feature be useful?

    My Oneplus 9 speaker configuration is better in reverse landscape, because my fingers dont cover any speakers. Few emulators have this feature, but Mupen FZ does for sure. Phone doesn't swap speakers when reverse, only in a few things. Would love this feature to make...
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    Affected Build(s)

    Mainline 28598c909.ver 2023/07/12

    Description of Issue

    Goes in game but doesnt render, doesnt crash. It renders menus fine.

    Expected Behavior

    Render game.

    Reproduction Steps

    Start a game

    Log File

    Log yuzu_log.txt Logcat Raji.log ...
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    Affected Build(s)

    Android 482c957f5.ver 2023/07/22

    Description of Issue

    Before i reported that the game won't booting But after this update my file can't be even try to booting bcs suddenly it said ROM is encrypted

    Expected Behavior

    Doesn't it suppose to be better instead worse

    Reproduction Steps

    idk

    Log File

    [ 0.005647] Frontend main/jni/native.cpp:RunEmulation:514: starting...
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    Affected Build(s)

    yuzu1511

    Description of Issue

    Material becoms transparent in this version.The last version is normal but 1511 version works like above.

    Expected Behavior

    The last version is normal but 1511 version works like above.

    Reproduction Steps

    update to 1511 version,resotre settings to default,clear all cache and open TOTK

    Log File

    [yuzu_log.txt.old.txt](https://githu...
    Avatar
    update drivers
    Avatar
    should have left the check in
    Avatar
    If he was in the server he might have known :/
    Avatar
    you cannot generally expect users to be in a discord they probably don't care about
    Avatar
    Of course
    Avatar
    I am become cringe, bringer of bad code. I'm not quite sure how I messed up the size of this as it doesn't match what I have in my docs, likely due to some confusion with the non-internal version. Thanks to byte for noticing.
    DogeKek 1
    Avatar
    Pretty cringe, NGL
    Avatar
    GoldenX86_64 7/30/2023 6:06 AM
    cringe is the revert you're doing
    Avatar
    Reverts #11163 Sighs, turns out AMD hasn't fixed EDS3 blending for Polaris, they only fixed it for RDNA2 in 23.5.2 Further testing will be done before we implement a proper workaround/fix
    kek 2
    Avatar
    Avatar
    GoldenX86_64
    cringe is the revert you're doing
    Cringe is AMD failing to test on all supported architectures when they implement a fix
    6:09 AM
    For context, this is what Polaris suffers from because of the broken extension
    Avatar
    GoldenX86_64 7/30/2023 6:14 AM
    yeah cringe for amd
    6:14 AM
    but that's nothing new
    kek 6
    Avatar

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    What feature are you suggesting?

    Allow Setting a .PNG Picture as the User Profile Icon.

    Why would this feature be useful?

    Because when you click "Set Image", it only allows you to choose .jpg or .jpeg files.
    Avatar
    Possible to make vram caching just slightly more aggressive on yuzu? In FE engage every time you cursor over a character or go into combat it stutters on yuzu. This stutter only happens once per character on ryujinx but ryujinx eventually fills up all my vram(4gb) and breaks the graphics so you can't see anything. I didn't confirm 100% it was a vram caching issue that causes the stutter but that's my best guess given the difference in behaviors between yuzu and ryujinx
    10:22 AM
    oh also the stutter appears to improve slightly when using astc recompmression
    Avatar

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    Affected Build(s)

    latest EA build/GitHub build

    Description of Issue

    Everytime fastmem is on -ram usage bulk faster. -many random crashes more thn before in latest builds {ea or mainline} (like using camera in botw in certain areas...etc). -unreal engine games don't go in game or crash...as in jump force and db kakarot...

    Expected Behavior

    no crashes

    Reproduction Steps

    did tests with...
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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    When partially folding my z fold 3 during gameplay, the game goes into a 3ds style layout with the controls on bottom and the game on top as expected, but the game forces itself to always stretch to touch the sides of the screen, and then on top of that it also adds black bars on the top and bottom (?) before folding, usual tablet layout !...
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    Some games such as Pokemon Legends: Arceus will rapidly ask for a single time zone rule in certain scenarios. In case of no dumped firmware, yuzu would generate the time zone binary from our own data. We were not storing this data for more than a moment, so the shared ptrs would accumulate, resulting in a memory leak. This sets up TimeZoneContentManager to keep track of the time zone binary after it first generates it, thereby plugging the memory leak. Closes #11174
    Avatar

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    Affected Build(s)

    Mainline Build - b7f0c9074

    Description of Issue

    !Screenshot 2023-07-31 152633 The "Confirm exit" option keeps re-enabling itself after re-launching the emulator.

    Expected Behavior

    The option should remain unchecked after the user deselects it.

    Reproduction Steps

    1. Uncheck the C...
    Avatar
    The VMA_* options need to be defined before every inclusion of vk_mem_alloc.h, not just in the implementation. So regroup them in a header file with vk_mem_alloc.h and include this one everywhere instead.
    Avatar

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    Affected Build(s)

    1512

    Description of Issue

    Yuzu VULKAN crashes while loading Metroid Dread, if the resolution is either 0.5 or 0.7. Does not matter if DOCKED/HANDLED. Runs fine when running at resolution x1 OpenGL runs at 0.5, but with a lot of graphical glitches. Screenshot of my video Yuzu settings. ![image](https://github.com/yuzu-emu/yuzu/assets/59956204/b1d16aa0-9f82-4c4b-baf0-5b67f6b...
    Avatar
    Build Notification BOT 7/31/2023 1:11 PM
    Build #20230731.1 part of pipeline yuzu patreon stage1 was manually stopped.
    1:12 PM
    Build #20230731.2 part of pipeline yuzu patreon stage1 was manually stopped.
    1:12 PM
    Build #20230731.3 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    Early Access 3507

    Description of Issue

    After playing Pikmin 4 (nsp) for a while, I came to a certain level ("Dandori Battle: Daycare"), and now, whenever I try to load my save, it crashes. In the past I also had issues with Pikmin 4, it crashing almost after EVERY save when going out of a cave. Recording: https://drive.google.com/file/d/1ih5vz6iLHP-4RQ_tx6hbO5HMSlqV9yrI/view?u...
    Avatar
    another nvidia-driver specific crash
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    Avatar
    Pharynx
    another nvidia-driver specific crash
    do the validation layers spew something useful?
    4:24 PM
    it's always just nvidia crashing here
    4:24 PM
    every other driver is fine
    4:24 PM
    intel, amd, even mobile gpus
    4:25 PM
    and of course mesa is fine
    4:25 PM
    nsight aftermath is useless and gives nothing actionable
    4:25 PM
    just says it's a page fault
    Avatar
    Build Notification BOT 7/31/2023 7:29 PM
    Build #20230731.5 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    Mainline 1513 and any build since June

    Description of Issue

    Emulator crashes instantly when trying to play in 0.7 or 0.5 resolution in Vulkan, in opengl it works but with a lot of bugs.

    Expected Behavior

    In previous builds it worked fine in 0.4 and 0.5 resolution Smas ultimate and Xenoblade Chronicles DE, but now it just crashes and the only game that does work with lower re...
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    Affected Build(s)

    1513

    Description of Issue

    I installed few weeks ago this error came even after trying to uninstall fully & reinstall again for many time.

    Expected Behavior

    !yuzu yuzu_installer.log

    Reproduction Steps

    Had to ...
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    Affected Build(s)

    Mainline 1513

    Description of Issue

    When I'm playing botw cutscenes are just not loading.

    Expected Behavior

    a cutscene

    Reproduction Steps

    it is just there, I'm playing the game

    Log File

    yuzu_log.txt.old.txt

    System Configuration

    CPU: AMD ryzen 5 3600 GPU/Driver: gtx 1660 super RAM: 2*...
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    When building on windows do you have to remake the sln through cmake after every pull?
    Avatar
    Will there ever be updates that require it to be remade
    Avatar
    If CMakeLists get modified, cmake will rerun automatically when compiling from Visual Studio
    Avatar
    Cmake auto runs when you do git actions, not just on modification.
    9:40 PM
    Any time you push for example cmake will re-run
    9:40 PM
    Or pull
    9:40 PM
    Or switch branches
    Avatar
    Ok thanks
    Avatar

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    Affected Build(s)

    All the latest versions

    Description of Issue

    Spelunker HD Deluxe v1.0.4 cheats are seemingly ignored. Cheats work on other emulators but Yuzu is best emulator and i`m reporting this to help keep it the best. [Lives by jhmiller] 580F0000 02ED9A58 580F1000 000000C0 580F1000 00000CD8 580F1000 00000020 580F1000 000000B0 780F0000 00000020 640F0000 00000000 00000004 [Bombs ...
    Avatar
    The reduction in size from 0x38 to 0x34 caused the parameter to be misaligned. Skipping 1 word fixes this.
    Avatar

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    Affected Build(s)

    ea-3784

    Description of Issue

    I get a crash after the "launching" step after updating ea-3782 to ea-3784

    Expected Behavior

    I'm using the totk mods collection setup guide i reset yuzu settings and caches before updating. i was using 3782 before updating and was working fine. After updating i tried with the default settings and with the settings i set from the mods collection s...
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    GitHub BOT 8/1/2023 1:03 AM

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1513

    Description of Issue

    When opening Pikmin 4 on Vulkan, Yuzu instantly crashes. It only started doing this yesterday and worked perfectly fine before.

    Expected Behavior

    Pikmin 4 opens without crashing

    Reproduction Steps

    Open Pikmin 4 with Vulkan as the API

    Log File

    [ 0.344905] Input input_common\drivers\udp_client.cpp:UDPClient:139: Udp Initializat...
    Avatar
    GitHub BOT 8/1/2023 3:27 AM

    Is there an existing issue for this?

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    What feature are you suggesting?

    Underside of Microsoft Bluetooth Elite Series 2 Controller, with paddles installed: !image To avoid confusion: Microsoft Bluetooth Elite Series 2 Core is the gamepad without the paddles installed. This feature request includes paddle buttons support in retr...
    Avatar
    I'm going to guess they didn't check if it already works?
    Avatar
    I own one, works like a charm
    Avatar
    can close the issue then
    Avatar
    GitHub BOT 8/1/2023 9:45 AM

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1513

    Description of Issue

    The game file was added the correct way, but it does not show up.

    Expected Behavior

    The game shows up and runs well.

    Reproduction Steps

    Add game file and open yuzu.Check if game shows up.

    Log File

    yuzu_log.txt

    System Configuration

    CPU:Intel i7 8700 GPU/Dri...
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    GitHub BOT 8/1/2023 7:40 PM

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline

    Description of Issue

    When i start Yuzu and start a game, svchost.exe starts to use about 60-70% of my CPU. When i close Yuzu, svchost.exe not only stays but starts using 100% of my CPU, i read online that it could be rootkit related but after doing scans with tronscript, it still occurs so i'm 99% that this is Yuzu related since it's somthing that only happens after cl...
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    literally not a yuzu bug
    Avatar
    Needs UMA /s
    Avatar
    Continuation of https://github.com/yuzu-emu/yuzu/pull/11188. Sadly the system headers included by , like and `, create many stupid defines like #define True 1 and #define None 0L, and global variables like Time and GC, which mess up with the rest of the code. So some headers need to be included before the inclusion of "video_core/vulkan_common/vulkan.h"` by other headers.
    Avatar

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    Affected Build(s)

    1514

    Description of Issue

    In TOTK certain objects are visible through walls when using Vulkan. I'm running an RX 6650 XT. !image

    Expected Behavior

    Objects should not be visible through walls

    Reproduction Steps

    Simply run TOTK on vulkan and the issue should be recrated ### Lo...
    Avatar
    I originally approved a commit to disable this on all AMD drivers, because AMD failed to increment the version number in their driver after fixing this bug. This was changed to blacklist Polaris despite it being demonstrably broken on other hardware, so this undoes that change and blocks it globally. Fixes #11203
    kek 9
    Avatar
    GoldenX86_64 8/2/2023 5:13 AM
    the things we do to keep competition healthy
    Avatar
    GitHub BOT 8/2/2023 5:58 AM

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    Affected Build(s)

    Mainline 1514

    Description of Issue

    Whenever Yuzu is started the network interface is always set back None. Having to reset it every time becomes quite annoying. Looking at the qt-config.ini I've seen that network_interface gets set to nothing and network_interface\default to true as soon as I open Yuzu (before reopening it it network_interface has the interface name and...
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    GitHub BOT 8/2/2023 7:16 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Remove Vietnamese (Vietnam) (vi_VN) translation

    Why would this feature be useful?

    Duplicate of Vietnamese (vi) translation
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3788

    Description of Issue

    See the log file .Mainline 1514 is OK. !image

    Expected Behavior

    Load TOTK successful.

    Reproduction Steps

    Open TOTK and load the latest save.

    Log File

    yuzu_log.txt ### ...
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    Avatar
    GitHub
    Click to see attachment 🖼️
    @toast2903
    Avatar
    Build Notification BOT 8/2/2023 6:26 PM
    Build #20230802.2 part of pipeline yuzu patreon stage1 was manually stopped.
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    GitHub BOT 8/2/2023 7:03 PM
    OpenLibraryAppletSelfAccessor was wrongly implemented. This PR might introduce some unimplemented errors but I'm not aware of any game that makes use of this interface.
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    This extension wasn't being detected as supported in the VK_FEATURE_1_1 macros.
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    GitHub BOT 8/3/2023 4:37 AM
    Implements all setting functions required to launch Qlaunch and MiiEdit. The default values are verified through homebrew.
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    GitHub BOT 8/3/2023 8:52 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1515

    Description of Issue

    If you try to build yuzu(or yuzu-mainline) with -DENABLE_QT6=ON and -DUSE_DISCORD_PRESENCE=ON on linux(not sure if the issue happens on all linux distro, but it happens on openSUSE Tumbleweed) you'll be prompted by an error, a missing include to and , in order to correctly build yuzu I needed to replace these with and and by modifying the CMa...
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    This PR does a few things: 1. Fix shader dumps to work properly with nvdisasm. Currently they're 50/50 on whether nvdisasm will complain or not, this is now fixed from my testing, a good ~3K shaders all decompiled without issue. Also changed their names to __, including the graphics key hash, since that's what we print in the console and how we store all the pipelines, making it easier to find them. 2. Skip fragment shaders when rasisation is disabled. In Xenoblade Chronicles 3, when us...
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    @ByLaws what do yo uthink can be skipped for hashing in the shader header?
    3:47 PM
    Not all of it surely
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    context: we were talking about the patches NVN does on the shader such as activating / deactivating amem inputs/outputs. We are trying to reduce the shader recompilation. (edited)
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    Maide
    @ByLaws what do yo uthink can be skipped for hashing in the shader header?
    Eh it would be a bit dodgy
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    Yeah that's what I thought
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    A sharable pipeline cache is probably a better thing to spend time on
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    Sharable?
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    One that doesn't contain shader code
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    I'm not sure what that means
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    It only contains like hashes of the shaders, and the associated pipeline state
    4:49 PM
    So you can scan vram and compile all initially
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    That's what we have?
    4:50 PM
    Not sure what you mean by scan vram and compile all initially tho.
    4:52 PM
    But also as a random question, any idea where the odmap/idmap tables are for shaders? The header only contains the omap/imap, but not the od/idmap
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    Maide
    Not sure what you mean by scan vram and compile all initially tho.
    Games normally load all shaders initially into memory but yuzu can't compile until theyre used
    4:53 PM
    With a cache of hashes and state you could
    4:53 PM
    And you'd eliminate most stutter aside from at load time
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    ByLaws
    Games normally load all shaders initially into memory but yuzu can't compile until theyre used
    Is there any NVN function that does that?
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    We do cache the hashes and state
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    They give a GPU addr
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    I doubt they make buffers and just upload directly as shaders are always within the first 4Gb of virtual memory
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    You have no guarantee it's loaded then but shaders are 99% of the time loaded contiguously
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    Blinkhawk
    I doubt they make buffers and just upload directly as shaders are always within the first 4Gb of virtual memory
    Yup they do
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    How would you find it on boot though? (edited)
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    Maide
    How would you find it on boot though? (edited)
    You wait till it loads one shader
    4:56 PM
    Or yeah you shim nvn
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    ByLaws
    Games normally load all shaders initially into memory but yuzu can't compile until theyre used
    So there's no API function that can give a hint on that
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    ByLaws
    You wait till it loads one shader
    You can get the base address sure, but the offsets for shaders are massive, how would you determine the start/end?
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    The issue with shaders in memory is that we may lack important information
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    Blinkhawk
    The issue with shaders in memory is that we may lack important information
    That's why you keep a redistributable cache
    4:57 PM
    With the state's they're used with
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    I think the shader header has a magic_header value
    4:59 PM
    We could at least find the graphic shaders
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    I'm not seeing that in the definition
    5:01 PM
    Nope
    5:02 PM
    So we got no way to know.
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    And yeah we do rely on runtime info so I'm not sure how it'd help stutter at all
    5:03 PM
    We'd still have to wait to compile it
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    @ByLaws how does nvn know the compiler generated constants for a shader, the ones in CB1 and the offsets in CB0 ?
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    Blinkhawk
    @ByLaws how does nvn know the compiler generated constants for a shader, the ones in CB1 and the offsets in CB0 ?
    Uh for function calls?
    5:05 PM
    There's like a setshaderfunctiontable func
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    We also rely on the handles in CB2 in the shader compiler, though maybe that can be removed? (edited)
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    And there's an (extended) shader header passed in
    5:06 PM
    With aux info
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    CB2 can be removed when we do full bindlesa
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    I wouldn't do that on it's own btw
    5:06 PM
    You can't do pipeline barriers optionally if you do
    5:06 PM
    Optimally
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    We already don't do them optimally (edited)
    5:06 PM
    Gigachad
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    ByLaws
    And there's an (extended) shader header passed in
    Oh, so this is passed in the cmd list write or before hand.
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    Blinkhawk
    Oh, so this is passed in the cmd list write or before hand.
    When creating nvn shader obj
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    Any idea about the idmap/odmap ByLaws?
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    Nope
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    How about what does Needed mean in the stream out queries?
    5:18 PM
    What's that counting
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    ByLaws
    When creating nvn shader obj
    Ok, we could hook this
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    Maide
    How about what does Needed mean in the stream out queries?
    Uh not sure
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    GoldenX86_64 8/4/2023 1:35 AM
    @epicboy uploaded results to the PR
    1:35 AM
    vulkan is faster than opengl now, on NVIDIA
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    GoldenX86_64
    vulkan is faster than opengl now, on NVIDIA
    Not the case for me 🤔 what driver version, what do your NVCP settings look like, and are your clocks stable and the same for GL and VK?
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    I can test on my 1050ti in an hour or two
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    epicboy
    Not the case for me 🤔 what driver version, what do your NVCP settings look like, and are your clocks stable and the same for GL and VK?
    GoldenX86_64 8/4/2023 2:27 AM
    didn't look at clock speeds, but performance was for the most part stable, so i assume at least the base clock was running driver is latest, 536.67
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    GoldenX86_64
    didn't look at clock speeds, but performance was for the most part stable, so i assume at least the base clock was running driver is latest, 536.67
    Can you try with Prefer native present method
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    GoldenX86_64 8/4/2023 2:30 AM
    yeah, you get forced to the refresh rate of the display
    2:30 AM
    i can't measure over 120 fps
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    Turn vsync off?
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    GoldenX86_64 8/4/2023 2:31 AM
    fast should be unlocked too, but let me try just in case
    2:32 AM
    nvidia moment, it works while out of focus (edited)
    nvidia 1
    2:32 AM
    and performance is much higher, 1325 FPS at 4x4 in the latest build
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    What a cluster
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    GoldenX86_64 8/4/2023 2:36 AM
    when you get to these high framerate results, anything screws the result cover part of the screen and it will do 2500 FPS
    2:37 AM
    vulkan results are the same, but if i remeasure opengl like this, it will be much faster in the latest builds guess i'll do that
    2:43 AM
    @epicboy corrected results
    2:43 AM
    not much change in ogl, conisderably faster than vulkan under native conditions
    2:44 AM
    but we recommend users to use dxgi to minimize the system level crash NVIDIA cards have when running out of VRAM
    2:44 AM
    it affects not only maxwell and pascal, but turing and newer too it just wasn't common until gigachad totk showed up
    2:44 AM
    now even 8gb cards can run out of VRAM and the problem is much easier to reproduce
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    DXGI won't affect compute shader speed, it should only have an overhead when presenting the frame to the screen
    2:47 AM
    So OGL is still beating VK in the compute performance, but the homebrew test was bottlenecked by the frame presentation overhead
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    GoldenX86_64 8/4/2023 2:48 AM
    and by a nice margin
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    @GoldenX86_64 Why does the ASTC test perform better when yuzu is out of focus?
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    GoldenX86_64 8/4/2023 4:49 AM
    because nvidia opengl enforces vsync while focused, at least for me
    4:49 AM
    so it dips to a fixed 120
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    I disabled VSync in NCP
    4:53 AM
    Seems to only be in Vulkan that the performance is increased while the window is unfocused
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    1050ti results, also posted on the PR
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    WohlstandFox 8/4/2023 2:08 PM
    Just now, my female-friend founda minor bug in the install file select dialogue: when selected the tri-file "(*.nca, *.nsp, *.xci)", file browser shows nothing. When selecting one of three single types, files gets shown. Sounds like an incorrect using of file filters in Qt Select dialogue 🤔
    2:12 PM
    I tested the thing on the latest 1517, and it still reproducing
    2:13 PM
    happens on Windows, and on Linux
    2:13 PM
    don't know about macOS (edited)
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    GitHub BOT 8/4/2023 5:15 PM
    Resolves Clang -Wdeprecated-declarations warning from interlaced_frame
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    GitHub BOT 8/4/2023 5:25 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Yuzu 1515

    Description of Issue

    I am playing Pokemon Violet. The game runs fine, however every time I try to initiate the gym challenge in one town, the game freezes and then Yuzu crashes. This has happened on multiple Yuzu builds.

    Expected Behavior

    As I said, when I try to initiate the gym challenge, it crashes.

    Reproduction Steps

    Here is my save file. [Save file...
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    GitHub BOT 8/4/2023 6:54 PM
    In our testing, our own ASTC decoder has shown itself to perform faster than the included one from the driver. Disable theirs when Mesa is detected. Mesa detection depends on the vendor string. Some drivers never appear outside of *nix contexts, so only check those in the *nix context. Addresses https://github.com/yuzu-emu/yuzu/pull/11149#issuecomment-1665581666
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    GitHub BOT 8/5/2023 4:35 AM
    I couldn't find the names for functions of ITransferTaskListController. For now it simply creates the interfaces needed.
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    GitHub BOT 8/5/2023 6:43 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1517

    Description of Issue

    Just Dance 2023 won't launch. Went into the Yuzu Discord to ask for help, and, uh... I think the game is corrupting the emulator or something...? !image

    Expected Behavior

    I assume it's supposed to just... launch

    Reproduction Steps

    • Get a copy...
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    GitHub BOT 8/5/2023 3:30 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3540

    Description of Issue

    I get to this one section in the mystery labrynth in Ch0 and it freezes right after I select red herring key, the text freezes and game freezes, and its stuck forever. I checked open gl and vulkan too, no luck and im on a 6800xt latest drivers. So in turn I tried ryujinx and boom! same freeze at the same spot EXCEPT it full on dies there, lik...
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    Build Notification BOT 8/5/2023 4:59 PM
    Build #20230805.1 part of pipeline yuzu patreon stage1 was manually stopped.
    4:59 PM
    Build #20230805.2 part of pipeline yuzu patreon stage1 was manually stopped.
    5:00 PM
    Build #20230805.3 part of pipeline yuzu patreon stage1 was manually stopped.
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    GitHub BOT 8/5/2023 5:39 PM
    Same as with other PR. Verified with homebrew on HW. Get's a bit closer to launching QLaunch.
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    GitHub BOT 8/5/2023 8:22 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1517

    Description of Issue

    The problem is that I can’t see lan lobbies. At all, even when I have confirmation that they’re open, so people can join, I can’t see any lobby in lan mode for whatever reason. I can get into a lobby one time, and everything works perfectly until I quit the lobby. Then I will never see any lobby ever again It works one time and then it never w...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I feel YUZU would gratly benifit from being able to retain the last library scan instead of needing to rescan each time the emulator is launched. The fature would also need the option to manually scan the library instead of the Auto only option.

    Why would this feature be useful?

    When loading large libraries (over 1000 games), Yuzu can lag or hang for up to 10 minute...
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    WohlstandFox
    Just now, my female-friend founda minor bug in the install file select dialogue: when selected the tri-file "(*.nca, *.nsp, *.xci)", file browser shows nothing. When selecting one of three single types, files gets shown. Sounds like an incorrect using of file filters in Qt Select dialogue 🤔
    I could not reproduce this
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    GitHub BOT 8/6/2023 2:17 AM
    Continuing the endless number of stubs Qlaunch needs. This time with audio.
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    Infern
    I could not reproduce this
    WohlstandFox 8/6/2023 7:34 AM
    Which version you do use, and which OS? (edited)
    7:36 AM
    I tested on 1517 mainline on Linux, and the latest stable on Windows 10 tested by my female-friend.
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    GitHub BOT 8/6/2023 7:53 AM
    This PR introduces the last snippet from the long project Y.F.C. that was missing: A new query cache. This fixes a few things:
    • The lantern in Luigi's Mansion 3.
    • LOD selection in Pokemon Scarlet / Violet (keep it in High accuracy).
    • Koei Tecmo games in High (like Marvel Ultimate Alliance 3).
    • Xenoblade 2 & 3 glow particles.
    • Metroid Prime Remaster shadows (the fix is currently disabled until further investigation is done).
    It also adds in Host conditional rendering which sh...
    👀 17
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    Das good
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    WohlstandFox
    Which version you do use, and which OS? (edited)
    1517, Windows 11
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    GitHub BOT 8/6/2023 2:06 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1518

    Description of Issue

    If I start the game with the GPU set to normal, the game launches fine and looks fine, but if I start a level and go back to the menu the game is all white, the only way to fix it is to set the GPU to high

    Expected Behavior

    that the game does not go all white

    Reproduction Steps

    start the game, start a level and return to the level sel...
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    Infern
    1517, Windows 11
    WohlstandFox 8/6/2023 2:30 PM
    Weird...
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    Infern
    1517, Windows 11
    WohlstandFox 8/6/2023 2:30 PM
    Oh, I see some:
    • I made blank files of all three types
    • I opened that directory
    • file browser shown only XCI
    2:31 PM
    Try to make blank files of all three extension types, and try to open that directory
    2:31 PM
    148 bytes
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    Build Notification BOT 8/6/2023 3:03 PM
    Build #20230806.1 part of pipeline yuzu patreon stage2 was manually stopped.
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    why
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    Build Notification BOT 8/6/2023 3:06 PM
    Build #20230806.2 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    Build Notification BOT 8/6/2023 4:13 PM
    Build #20230806.2 part of pipeline yuzu patreon stage2 was manually stopped.
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    GitHub BOT 8/6/2023 5:58 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1518

    Description of Issue

    Whenever I die in TOTK and press the "Continue" button nothing happens. The game just freezes.

    Expected Behavior

    It should load the most recent save.

    Reproduction Steps

    Simply die while playing TOTK.

    Log File

    yuzu_log.txt

    System Configuration

    CPU: Ryzen 5 3600 GPU/D...
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    Affected Build(s)

    Version 1518

    Description of Issue

    issue listed above, the cutscene doesn´t load correctly and yuzu crashes compleatly. Sometimes i can hear the start from the cutscene but i´ve never seen anything after the loading screen, before it crashes. (Playing on Steamdeck)

    Expected Behavior

    a cutscene should play

    Reproduction Steps

    comleating chapter 2 and watching mio read h...
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    Affected Build(s)

    M1518 / EA3795

    Description of Issue

    i don't know if this is an issue, maybe some fine tune i have missing, or maybe the issue if the dev team never know its exist, anyway i insist to inform you by this comparsion, hopefully this will bring some improvement soon. long story short, GPU usage in average Yuzu >50%, in Ryuxxnx around 35% ![Clipboard01](https://github.com/yuzu-em...
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    Affected Build(s)

    Syberia I v1.1.0 and Syberia II v1.0.1

    Description of Issue

    Hi there, I've been trying to play Syberia I&II but there's a terrible audio. I was told to try using sdl audio option and while this seems to correct the noise, characters keep talking like with a voice modulator. Is there any way to fix this or are you considering fixing this in the future? Thanks! Carlos ### ...
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    Affected Build(s)

    Mainline 1518

    Description of Issue

    the game randomly goes into softlocks, there is no precise time, it seems to happen only with Vulkan API

    Expected Behavior

    the game shouldn't softlocks

    Reproduction Steps

    play the game

    Log File

    https://www.mediafire.com/file/oob00ciybmdl92r/yuzu_log.txt/file https://ibb.co/JCmStdH image

    System Configuration

    CPU: HexaCor...
    2:46 PM

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    Affected Build(s)

    Any that use saves

    Description of Issue

    In the Windows developer documentation, AppData is described: The lifetime of the app data is tied to the lifetime of the app. If the app is removed, all of the app data will be lost as a consequence. Don't use app data to store user data or anything that users might perceive as valuable and irreplaceable. An example of something valu...
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    Build Notification BOT 8/7/2023 3:34 PM
    Build #20230807.1 part of pipeline yuzu patreon stage1 was manually stopped.
    3:35 PM
    Build #20230807.2 part of pipeline yuzu patreon stage1 was manually stopped.
    3:36 PM
    Build #20230807.3 part of pipeline yuzu patreon stage1 was manually stopped.
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    GitHub BOT 8/7/2023 6:23 PM

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    Affected Build(s)

    Mainline 1518, EA 3795

    Description of Issue

    I've run into two different forms of the same issue: If I add an empty folder to yuzu, restart yuzu, and then in windows explorer, delete the empty folder, I've gotten a crash with one of the two following stack traces A breakpoint instruction (__debugbreak() statement or a similar call) was executed in yuzu.exe. ntdll.dll!R...
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    GitHub BOT 8/7/2023 6:49 PM

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    Affected Build(s)

    Mainline 1518/Early Access EA-3795

    Description of Issue

    Asphalt 9 starts good. correct representation of the menu and everything in general stable fps in the game, however there are multiple visual errors such as blur that is not rendered correctly and several map textures overlap the car there are also multiple visual effects such as flickering lights and textures. the blur seems...
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    Issue

    This is a collection of Mali issues for better tracking and overall understanding of the current status of it on yuzu. Issues will be categorized into :
    • Not booting
    • Booting but crashing before main menu
    • Booting with black-screen (audio going on )
    • Booting with noticeable GFX issues.
    Performance is not taken into consideration. Each entry will contain all the details on the respective issue, with this just having the title and category of it. Not booting ...
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    GitHub BOT 8/8/2023 3:17 AM

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    Affected Build(s)

    ML 1513

    Description of Issue

    When using the arrow keys to adjust the FSR Sharpness slider, the go the opposite way.

    Expected Behavior

    Left Arrow Key = Lower FSR Sharpness Right Arrow Key = Higher FSR Sharpness

    Reproduction Steps

    1. Emulation > Configure > Graphics > Graphics (tab) 2. FSR Sharpness (use arrow keys)

    Log File

    Not required. ### System Configuratio...
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    Affected Build(s)

    Mainline

    Description of Issue

    App crashes when attempting to install unusually large update files. (My only guess is that the app tries to move the file into ram when installing the update, if you have an update file that exceeds the device ram capacity then it crashes) Issue originally reported by Olop Von Pool#6264 on the yuzu discord server, I'm just making the github issu...
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    Affected Build(s)

    1518

    Description of Issue

    When I try to build Yuzu with -DUSE_DISCORD_PRESENCE=ON, the build fails, saying httplib couldn't be found. When I build Yuzu with -DUSE_DISCORD_PRESENCE=OFF, the build succeeds. Weirdly enough, I saw that httplib has been replaced with QtNetworkRequest, so I don't see why it's trying to build with httplib. The [CMakeLists.txt](https://github.com/yuzu-emu...
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    GitHub BOT 8/8/2023 2:55 PM

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    Affected Build(s)

    EA 3795

    Description of Issue

    I've tried to use this cheat https://github.com/ChanseyIsTheBest/NX-60FPS-RES-GFX-Cheats/blob/main/titles/01005CA01580E000/cheats/708BCACA873EA32B.txt#L1-L7 with 1.0.0 version of Persona 5 Royal but it doesn't work.

    Expected Behavior

    Cheat should work (it works in ryujinx).

    Reproduction Steps

    1) Have persona 5 royal without patches. 2) Unp...
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    user error
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    GitHub BOT 8/8/2023 4:59 PM

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    Affected Build(s)

    482c957f5

    Description of Issue

    When enabling "fog of war" feature for any battle game just crashes.

    Expected Behavior

    Games starts and renders fine.

    Reproduction Steps

    Versus > Single Game > Any Map > Set "Fog of War" to ON

    Log File

    advance_wars.log [yuzu_log (1).txt](https://github.com/yuz...
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    GitHub BOT 8/8/2023 5:07 PM

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    Affected Build(s)

    482c957f5

    Description of Issue

    Homebrew test crashes deko_examples.zip

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start Homebrew app > 05 : Simple Tessellation

    Log File

    deko_examples.log

    System Configuration

    ...
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    GitHub BOT 8/8/2023 5:16 PM

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Starts to load with the small island on the bottom, then it crashes.

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start game

    Log File

    animal_crossing.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Andro...
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    GitHub BOT 8/8/2023 5:40 PM

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Game crashes when you start a new game.

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start a new game

    Log File

    Bayoneta.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14 Beta 4.2
    5:46 PM

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Game crashes when you start a new game.

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start a new game

    Log File

    Metroid_Prime_Remastered.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14...
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    GitHub BOT 8/8/2023 6:48 PM

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Game crashes when you start a new game.

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start a new game

    Log File

    Hyrule_Warrior_Age_of_Calamity.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS...
    6:53 PM

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Doesnt boot

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start a new game

    Log File

    Pokemon_Legends_Arceus.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14 beta 4.2
    Avatar
    Narr the Reg 8/8/2023 11:38 PM
    @Deleted User Any luck with the mii applet?
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Doesnt boot

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start a new game

    Log File

    Xenoblade_Chronicles_Definitive_Edition.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android...
    11:58 PM

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    Affected Build(s)

    Mainline 482c957f5

    Description of Issue

    Crashes on the first loading image

    Expected Behavior

    Dont crash

    Reproduction Steps

    Start a new game

    Log File

    Monster_Hunter_Rise.log

    System Configuration

    CPU: Google Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14 beta 4.2
    Avatar
    GitHub BOT 8/9/2023 6:28 AM

    Is there an existing issue for this?

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    Affected Build(s)

    EA 3795

    Description of Issue

    Persona 5 royal quickly crashes when 60fps patch is used, it can crash in main menu, when you select a save, when you load save or rarely after you load save.

    Expected Behavior

    No crash.

    Reproduction Steps

    1) Install persona 5 royal with 1.0.2 update. 2) Set game to docked mode. 2) Extract mods to persona 5 royal mod directory [01005CA015...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early Access 65a0

    Description of Issue

    the game open perfect with amazing FPS but upside down...The same errors have already appeared, but there has been no solution.

    Expected Behavior

    that it works correctly, that the image does not look upside down

    Reproduction Steps

    ![WhatsApp Image 2023-08-09 at 5 10 13 PM](https://github.com/yuzu-emu/yuzu/assets/91033800/0f822f67-...
    Avatar

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    Affected Build(s)

    mainline 1518

    Description of Issue

    The game suffers from texture corruption and missing particles on this emulator: !image

    Expected Behavior

    Game is supposed to look like this: !image ### Rep...
    Avatar

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    Affected Build(s)

    Mainline 1518

    Description of Issue

    In Legend of Zelda: Link's Awakening I beat the 8th boss, picked up the musical instrument. It went to the usual white screen to tell me where to go. After the dialogue the game looked like it was trying to auto save. During that saving process it froze. This happened on Mainline 1518

    Expected Behavior

    After acquiring the music ...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    When the user uses the new version of yuzu to overwrite the old version, the user shoud be reminded that the game saves will also be emptied, and the user should be reminded to make a backup.

    Why would this feature be useful?

    Some users may not know that the default location of the game saves are in the directory that will be overwritten, which will reduce their losses
    Avatar
    This made it impossible to diagnose some LDN issues since the error messages were not printed anymore.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Ability to prevent touch on the switch side of emulation on Android

    Why would this feature be useful?

    It would make accidentally pausing games like Mario kart 8 deluxe on Android phones harder
    Avatar
    lol
    edshrug 2
    Avatar
    Came across this while looking into Asterix and Obelix XXL glitching Doesn't fix the texture issues in that title though.
    Avatar
    WohlstandFox 8/11/2023 12:47 PM
    Trying the latest Windows version on another computer (I just wanted to test out the network). I opened setup, changed some, closed, and... program just closes. Yes, hardware is pretty old, and I don't had to run any game, I just wanted to verify the network (joining into room, and minor communications)
    12:47 PM
    Video card here is GTS-450, it can't Vulcan at all
    12:48 PM
    Even I switched to OpenGL in setup, it still closes
    12:48 PM
    it gives me no chance to change the setup in order to get network work
    Avatar
    you have to get a config file with the startup vulkan check disabled I guess?
    1:35 PM
    it's funny because that check is supposed to prevent crashing, not cause it
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Currently, when failing to announce the room information in a multiplayer, it beings up warning dialog. I suggest replacing the dialog with one of several options:
    • A status bar warning in the multiplayer area on the right in addition/instead to t...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1520

    Description of Issue

    I have a Steam Deck with yuzu (flatpak) installed. I've added yuzu to Steam as a Non-Steam game (in addition to adding my individual games as entries using the Steam Rom Manager, but for simplicities sake we won't worry about those). If I try to exit yuzu using the Steam GUI options (STOP in Desktop Mode, or Exit Game in Game Mode), yu...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early Acces 9d3a293a4

    Description of Issue

    !IMG_20230811_105245_168 !IMG_20230811_105244_514 Skyline vs Yuzu Consume MA Same driver and graphic settings

    Expected Behavior

    reduce battery consu...
    ❌ 2
    Avatar
    This has been a minor sore spot since the refactor in #9530 -- you would need to disable both the feature and extension in separate ways. This allows us to cleanly disable all the features when we disable an extension, preventing crashes in debugging tools.
    Avatar
    Build Notification BOT 8/11/2023 8:54 PM
    Build #20230811.2 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    Avatar
    Pharynx
    you have to get a config file with the startup vulkan check disabled I guess?
    WohlstandFox 8/11/2023 10:37 PM
    The fact: I installed Yuzu clearly from the scratch, that computer has a Windows 10 being freshly installed and it never had Yuzu before
    Avatar
    Avatar
    Pharynx
    you have to get a config file with the startup vulkan check disabled I guess?
    WohlstandFox 8/11/2023 10:37 PM
    Sounds like a workaround to manually edit config and disable Vulkan before launching Yuzu
    Avatar
    Avatar
    WohlstandFox
    Trying the latest Windows version on another computer (I just wanted to test out the network). I opened setup, changed some, closed, and... program just closes. Yes, hardware is pretty old, and I don't had to run any game, I just wanted to verify the network (joining into room, and minor communications)
    WohlstandFox 8/11/2023 10:39 PM
    Actually, about network: it didn't worked through SSH tunnel (I learned that I need to also tunnel the UDP too, but it sounds more tricky task). However, me and my female-friend had finally played a game (ACNH) DIRECTLY, but, the loading process was pretty slow (also, she said that she installed a kind of "60 fps patch" to the game to work around lags on her side) (edited)
    10:41 PM
    .. the whole time spend for her to just enter my island was about 20-25 minutes, but we played good after that. That was actually a first success netplay between me and her
    10:41 PM
    In the past year, we failed to enter to each other, we always had "busy"
    Avatar
    Avatar
    WohlstandFox
    Trying the latest Windows version on another computer (I just wanted to test out the network). I opened setup, changed some, closed, and... program just closes. Yes, hardware is pretty old, and I don't had to run any game, I just wanted to verify the network (joining into room, and minor communications)
    WohlstandFox 8/11/2023 10:44 PM
    Also, I forgot to tell: the crash happens silently, it does NOT pops up any error dialogues, just closes after short hang, like on Linux typically when program has no signal hooks to pop up an own error dialogue
    Avatar
    the gpu in that machine does not support vulkan
    11:00 PM
    it's quite old tbh
    11:01 PM
    AMD A6-3600 is from 2011 and its integrated gpu, is likely older than GCN. So it's ultra unlikely it would run anything
    3:35 AM

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    Affected Build(s)

    Early access 3801

    Description of Issue

    Hey yuzu-ers! Since yesterday morning, my yuzu began to crash everytime I open a game. At first it threw an error while shaders are loading saying "application could not be started correctly". Then I tried removing all the shader cache but now it began to crash right after "Launching" screen without any message. Then I tried reinstalling y...
    3:39 AM

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    Affected Build(s)

    Mainline 1520

    Description of Issue

    Anytime I resume a save file, the map is blank and I have to start filling it in again from scratch.

    Expected Behavior

    The places I had gone previously should be filled in.

    Reproduction Steps

    Step 1: Play some of Disney Illusion Island and fill in some of the map. Step 2: Quit the game. Step 3: Load the game again. Step 4: Load you...
    Avatar

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    Affected Build(s)

    mainline yuzu 1520 (2023-08-10)

    Description of Issue

    Running on rx 580 4 GB on current driver 23.7.2-win10-win11-july25 playing tears of the kingdom using yuzu 1520 (2023-08-10) Game Runs fine at 4k with no astc recompression, only getting shorttime slow fps (~25 in basecamp in front of castly hyrule) some times but runs rock-solid otherwise when changing to vulcan, it cra...
    Avatar
    4GB card :/
    Avatar

    Is there an existing issue for this?

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    What feature are you suggesting?

    Hi, I would like to request an aesthetic feature: Customizable Pressed Button Color. In the yuzu Input window, when using a controller, the buttons you press will be tinted red (to make it easy for the user to know which buttons they are pressing). So, if it wouldn't be too much to ask, I would love to request the possibility to choose our own color, so that the pre...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Hi, I would like to request a couple of changes for yuzu's Controls configuration window: 1) Don't display the Map Analog Stick prompt if the device configured is Keyboard/Mouse. 2) That the button press color reacts also with Keyboard/Mouse (not only with controllers).

    Why would this feature be useful?

    1) This message only applies if your device is a cont...
    Avatar

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    Affected Build(s)

    Early accsses 3803

    Description of Issue

    Playing on Asus Rog Ally had some driver updates, now skyword sword crashes on launch if with shaders with shaders clear crash occurs on logo. Works fine on open gl tho.

    Expected Behavior

    Not to crash and launch the game like it was earlier

    Reproduction Steps

    Launch the skyword sword

    Log File

    [yuzu_log.txt](https://github....
    Avatar
    @Lioncache Will you give PR 11171 a review please?
    Avatar
    Avatar
    Blinkhawk
    the gpu in that machine does not support vulkan
    WohlstandFox 8/12/2023 7:18 PM
    Ye, I know that, but I didn't wanted to run any games here, I wanted to just to test networking (I trying to build the SSH tunnel), I just wonder that it does't allow me to just change settings and just goes to close (edited)
    7:19 PM
    I do have another machine with Intel Core i5-4590, but it's busy by hackintosh instance :P
    Avatar
    + Fixed a bug where a switch setting could apply the value of the recycled view + Display settings value in list view !image + Use string resource for slider value/units + Reduce opacity of non-editable settings !image + Remove redundant "Default" button in slider dialog ![image](https://github.com/yuzu-emu...
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    You can now attach live data to a home setting item to display relevant information about that option. !image
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    + Completion indicator for each step !completion + Adjusted step fragment layout padding so that the viewpager can reach into system insets
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early accsses 3803

    Description of Issue

    Skyword sword crahes on launch

    Expected Behavior

    Skyword sword should run and let me in the game

    Reproduction Steps

    Open the zelda skyword sword Wait until it crashes sometimes gets to logo sometimes right away

    Log File

    yuzu_log.txt ### System Configuratio...
    9:50 PM

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    Affected Build(s)

    Mainline 1521

    Description of Issue

    When I was playing Master Detective Archives: Rain Code and went into the school with Desuhiko for the first time, my game froze so i forced closed it. I then tried to go into the game and just before the title screen shows it freezes. I restarted my pc and the issue is still there.

    Expected Behavior

    In Chapter 2 you're supposed to be able ...
    Avatar

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    Affected Build(s)

    Early accsses 3803

    Description of Issue

    Skyword sword crahes on launch

    Expected Behavior

    Skyword sword should run and let me in the game

    Reproduction Steps

    Open the zelda skyword sword Wait until it crashes sometimes gets to logo sometimes right away

    Log File

    will be added on demand

    System Configuration

    CPU:Z1 extreme GPU/Driver: Integrated\22.40.58.04 ...
    Avatar

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    Affected Build(s)

    Mainline 1520

    Description of Issue

    When selecting a pregenerated character, the menu is shifted down and overlaps the button menus, which covers up the button to customize your own character and the Ok button. !image After starting the Tutorial, textures and lighting are nto working and...
    Avatar
    The accelerated engine functions in 2d/dma/upload do GPU GPU copies where possible, skipping a write to the CPU-side destination address, but we're currently not marking the destination buffer/image as being modified in DMA, which they should be, otherwise any future reads will not trigger a download and read the wrong data. The non-accelerated paths in all engines are likely also causing some issues, due to the fact that they don't mark the relevant image/buffer as CPU-modified. I'm not ...
    Avatar

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    Affected Build(s)

    Mainline Build - 9d3a293a4

    Description of Issue

    Yuzu hard crashes when out of disk space

    Expected Behavior

    descriptive warning, then close

    Reproduction Steps

    run out of disk space, run yuzu

    Log File

    can provide if needed

    System Configuration

    CPU:AMD Ryzen 7 3700X 8-Core Processor GPU/Driver: AMD Radeon RX 5700 XT RAM: 15.93 GiB OS: Windows 10 Version 22...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Adding a mii applet or support the official mii application like ryujinx.

    Why would this feature be useful?

    Some game need the mii feature like Mario kart 8 deluxe.
    narr 1
    Avatar
    Narr the Reg 8/13/2023 5:37 PM
    And I still can't get around the softlock thisisfine
    Avatar
    Fixes graphics on Gunvolt Chronicles Luminous Avenger iX 1.0.0.
    Avatar
    GoldenX86_64 8/13/2023 6:51 PM
    ohh
    9:04 PM
    Fixes character shading in Pokemon Legends Arceus, and likely other titles that use Transform Feedback. | Before | After | | -------|------| !pkmn_broken_shading | !pkmn_shading Multiple streams is not currently supported: https://github.com/yuzu-emu/yuzu/blob/26ff2147197352b571c394404de2be1a65d0cf9b/src/vide...
    Avatar
    GoldenX86_64 8/13/2023 9:05 PM
    Fermi users rejoyce, you don't die yet
    9:06 PM
    (damn it)
    Avatar
    assembly_programs is not yet initialized at this point of the pipeline creation, so the assembly_shaders check always returned false.
    Avatar
    GoldenX86_64 8/13/2023 9:10 PM
    mandatory "how does totk run on glasm" now
    Avatar
    Any reason #11149 is not in EA?
    Avatar
    GoldenX86_64 8/13/2023 9:18 PM
    gido can't write here?
    suave 1
    Avatar
    With the help of @FearlessTobi, this adds support for a bunch of previously-unimplemented NCA features (without being a complete replacement of the FS implementation). Most notably, it adds support for sparse and compressed NCAs, which have been steadily increasing in popularity over the past few years. Fixes #11200 Fixes #11176 Fixes #11166 Fixes #11139 Fixes #10906 Fixes #10804 Fixes #10687 Fixes #10157 Fixes #10045 Fixes #10021 Fixes #9384 Fixes #8836 Fixes #7905 Fixes #737...
    gaia 10
    Avatar
    Narr the Reg 8/14/2023 12:47 AM
    prometheus
    Avatar
    GoldenX86_64 8/14/2023 1:30 AM
    And in this glorious day, ze byte brought us full game support
    Avatar
    almost
    1:30 AM
    updates for 3das still don't work
    1:30 AM
    I need to implement proper cnmt management for that
    Avatar
    GoldenX86_64 8/14/2023 1:30 AM
    VFS is a royal pita
    Avatar
    no joke
    Avatar
    GoldenX86_64 8/14/2023 1:31 AM
    Man next article will be packed
    Avatar
    the new api has a much cleaner way to mount the ncas that also uses less memory and is faster
    1:31 AM
    I couldn't use it
    1:31 AM
    because of spaghetti
    🍝 2
    Avatar
    GoldenX86_64 8/14/2023 1:31 AM
    Gaia is Gaia, but this also proves why Gaia is taking so long, it's hell
    Avatar
    Reverse engineering an entire FS 6 years after the console's launch does that to a person (edited)
    Avatar
    they keep changing it
    Avatar
    Yeah, that makes it worse
    1:36 AM
    But the original one was less than perfect, anyways
    Avatar

    Issue

    Playing "The Legend of Zelda: Breath of the Wild2" on the gen2 specs reportedly yields around 10 to 20 frames per second, but on the Galaxy Tab S9, it performs even worse. In my opinion, this might be due to the larger screen size. Unfortunately, there doesn't seem to be a feature that can reduce the size of the game screen other than changing the resolution. Do you have any plans to add a feature to reduce the game screen size?
    Avatar
    Tab S9 user spotted (edited)
    1:39 AM
    Not really sure why the performance would suffer based on the screen size if the resolution is the same
    Avatar
    it doesn't
    Avatar
    GoldenX86_64 8/14/2023 1:56 AM
    Can you add some system level FSR or something like that? An external app that could bother?
    Avatar
    what
    Avatar
    GoldenX86_64 8/14/2023 2:18 AM
    I'm thinking some filter like "night mode" affecting performance Hong uses one like that, affects the whole system
    Avatar
    @Blinkhawk your last commit in #11225 causes totk to hang on OGL before getting to the title screen
    Avatar
    Avatar
    epicboy
    @Blinkhawk your last commit in #11225 causes totk to hang on OGL before getting to the title screen
    If only I cared about OGL
    kek 9
    thisisfine 3
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1520

    Description of Issue

    Touchscreen or controllers do not work when a match starts but does work going through the menus Video

    Expected Behavior

    touchscreen to work on matches like it does on menus

    Reproduction Steps

    Open the game > Single system > 2 players > Play with touchscre...
    Avatar
    Build Notification BOT 8/14/2023 1:19 PM
    Build #20230814.1 part of pipeline yuzu patreon stage1 was manually stopped.
    1:20 PM
    Build #20230814.2 part of pipeline yuzu patreon stage1 was manually stopped.
    1:20 PM
    Build #20230814.3 part of pipeline yuzu patreon stage1 was manually stopped.
    1:20 PM
    Build #20230814.4 part of pipeline yuzu patreon stage1 was manually stopped.
    1:21 PM
    Build #20230814.5 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    Oooh, I had that issue too.
    Avatar
    This resulted in svcs waiting for longer than they needed to, in general, as well as KResourceLimit specifically never waiting for the correct amount of time when a timeout was passed.
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early Access 3791

    Description of Issue

    Playing through Metroid Prime Remastered, at the point where I reach the Great Tree Hall in the Tallon Overworld, as soon as I start climbing the ramp to exit the water, Yuzu crashes without any error message. In addition, the game crashes on launch after this happens, until I delete everything in the transferable pipeline cache folder. Pictu...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    All Early Access since 3795

    Description of Issue

    After opening the game and loading the save it crashes after 30 seconds.

    Expected Behavior

    Game should continue without crashing.

    Reproduction Steps

    Start the game, load, wait about seconds (during those seconds you can run or do anything in the game).

    Log File

    [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuz...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline1504+ / EA3770+

    Description of Issue

    https://github.com/yuzu-emu/yuzu/pull/10839#issuecomment-1650898777 !微信截图_20230815105301

    Expected Behavior

    The setting language become correct.

    Reproduction Steps

    Update to mainline 1504 or ea 3770. Change to other language like Chin...
    Avatar

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    Affected Build(s)

    Mainline 1523 (commit 6d665a94eaad4530d84dcc2adf1f91fa2ff6e502)

    Description of Issue

    Using Clang (15.0.7), LLVM (15.0.7), and libc++ (15.0.7), building Yuzu fails with errors involving polyfill_ranges.h

    Expected Behavior

    Compilation of the project should succeed.

    Reproduction Steps

    Build via the following: Build configuration: ```bash export CC=clang export CXX...
    Avatar
    seems easy to fix for someone on linux
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1524 / Early Access 3809

    Description of Issue

    fire torches on vulkan are not displaying correctly while on opengl they are displaying correctly !Capture d’écran 2023-08-15 090556

    Expected Behavior

    ![Capture d’écran 2023-08-15 091410](https://github.com/yuzu-emu/yuzu/assets/1...
    Avatar
    Avatar
    flTobi
    seems easy to fix for someone on linux
    it's a toolchain bug
    Avatar
    oh it is? I thought it was just missing the std:: prefix...
    Avatar
    I left a comment
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early Access 9d3a293a4 apk

    Description of Issue

    This game has some kind of hard water physics to render, so it causing very much slowdown to smooth 40–50fps emulation performance. I'm hoping that you team can solve this issue in future updates

    Expected Behavior

    Water physics tobl not mess with emulation performance and will be easy to render

    Reproduction Steps

    I don't ...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1524

    Description of Issue

    Multiple games that are listed as working on the compatibility list are stuck on launching when booting. The games that I'm having issues with are Mario Odyssey, Link's awakening, Kirby forgotten Land, and Smash Ultimate loads but once the smash logo appears it has a black screen. I mainly use a 7900 xtx to game but when that failed I switched to...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Please update the sdl2 to version 2.28.2

    Why would this feature be useful?

    My controller facing error on version 2.28.1, and the new version 2.28.2 fixed the issued.
    Avatar
    Narr the Reg 8/16/2023 5:32 AM
    Oh nice they fixed the ds4 softlock yuzu was having
    5:32 AM
    I should update soon
    Avatar
    Cool
    Avatar

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    Affected Build(s)

    Mainline 1524

    Description of Issue

    Streets of Rage 4 loads to a black screen initially, after skipping the menu is mirrored and upside down. There is a similar issue open for AMD and Android (#8839) however this relates to an Intel CPU with integrated graphics.

    Expected Behavior

    The screen is displayed in the correct orientation and not mirrored. ### Reproduction Steps...
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    Affected Build(s)

    Current Version

    Description of Issue

    when playing TOTK after VRAM is slightly above around 3950MB game crashes error is caused by not properly using shared memory of graphicscard happens every time RX 580 with 4 GB dedicated memory a lot of free RAM on pc (19,6 while TOTK is already running) https://i.imgur.com/miYKNBf.png BC1 texture compression only makes this error ha...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Authors: https://jcgt.org/published/0010/02/04/ its look good and everyone happy if its can be implement.

    Why would this feature be useful?

    Switch have ton of pixel games, this latest texture filter enhancement will be huge success.
    Avatar
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    GitHub
    Click to see attachment 🖼️
    definetely not a bad suggestion
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    Blinkhawk
    definetely not a bad suggestion
    it's weird that it's a compute shader
    7:18 PM
    4.57 KB
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    SleepingSnake 8/16/2023 7:18 PM
    Ah, Citra got that one recently too.
    7:18 PM
    It looks really good on some games
    Avatar
    Avatar
    Pharynx
    it's weird that it's a compute shader
    yeah and it does invocations based on the src's size
    Avatar
    I think the biggest issue with this is that games internally already scale up pixel art using nearest
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    master-a8c4f01f6

    Description of Issue

    The stringopp-overflow issue previously impacting gcc-12 and higher is now impacting the gcc-11 version which ships with Debian Bookworm (11.3.0-12 as of this writing). Error is specified bound 18446744073709551615 exceeds maximum object size 9223372036854775807 Which is why this cmake block exists: https://github.com/yuzu-emu/yuzu/...
    Avatar
    World peace will be achieved once build and compiling errors are solved
    Avatar
    left a comment
    12:59 AM
    New Mr. Developer video coming soon? 😳
    Avatar
    lmfao
    Avatar
    Fastest fix in history
    1:06 AM
    11 minutes
    Avatar
    I've done faster
    1:09 AM
    I believe 3 minutes is the fastest
    prometheus 1
    Avatar
    The main addition in this PR is an automated copy script for MoltenVK. It allows for the launch of some simple games on my Mac Pro. However, there are still quite a few issues that need to be resolved. !image
    👀 1
    Avatar
    GoldenX86_64 8/17/2023 2:08 AM
    i hope it's not time i have to get an air
    2:08 AM
    it just doubled in price today
    Avatar
    why does hitting the ENTER key on the title just post the PR (edited)
    2:57 AM
    i'll work on the description lulfry
    Avatar
    you made golden scared by not posting description
    kek 3
    2:58 AM
    suave
    Avatar
    True this
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    mainline 1525

    Description of Issue

    A user in the support discord caught a crashdump with procdump after a long, on and off play session, and helpfully passed us a minidump. There was a crash in the audio renderer stack. Minidump and log will be attached. This dump file has an exception of interest stored in it. The stored exception information can be accessed via .ecx...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 65a0

    Description of Issue

    The game starts, but the load is too slow, and then it does not show anything graphic, the screen remains black, but the game texts are visible.

    Expected Behavior

    that shows the correct graphics of the game

    Reproduction Steps

    https://github.com/yuzu-emu/yuzu/assets/91033800/3d329639-197f-4b81-bef8-32b43ac0303c

    Log File

    ...
    Avatar
    @epicboy
    9:15 AM
    fixed
    Avatar
    (now don't ask me about oGL again, let it die )
    Avatar
    pls port new quary cache to ogl thx
    Avatar
    Fixed what?
    Avatar
    OGL had been entirely broken in EA for 2 weeks
    9:51 AM
    very few people noticed, shows how little people use it now-a-days. I can't wait until the Vulkan backend has no more issues that don't happen in OGL
    🤞 2
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I know this has been requested a lot, but couldn’t you add yuzu to Xbox Dev Mode? I’m pretty sure Dev Mode can support Open GL and Vulkan. If it isn’t, then is there anyway for Yuzu to support DirectX12?

    Why would this feature be useful?

    Playing Nintendo Switch games on Xbox
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I would be nice to limit the FPS within yuzu. So a toggle to play at 30FPS would be nice to see. Anyways great work. Immediately bought the paid version!

    Why would this feature be useful?

    The NS only got 30 FPS and I think that's enough. No need for my GPU to hustle for more. Although CPU is more of a bottleneck. It would reduce battery usage, solve heat issu...
    Avatar
    the switch is so relatively weak, people think it can only render at 30 fps
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3807

    Description of Issue

    Weather such as rain isn't consistently rendered correctly and it sometimes invisible. Strangely enough, you can make the rain become visible for a brief moment upon taking a screenshot. I've included two screenshots showing the invisible rain and then how it shows for a second after taking a screenshot. ![01006f8002326000_2023-08-17_12-55-4...
    Avatar
    @Steveice10 sorry about the huge delay in the personalized ticket pr
    2:53 AM
    we can start retesting as soon as nca stuff is merged
    Avatar

    Issue

    Is there an existing issue for this? I have searched the existing issues and is not. Affected build(s) Every version since launch. Description of issue The signs and signboards flicker when you walk near them. Link to a video showing the issue https://www.reddit.com/user/askikataski/comments/15ue897/flickering_signs_and_signboards_on_yuzu/ Expected behavior Fix the flickering signs and signboards. Reproduction steps The problem is present with or without any mo...
    Avatar
    Disregard issue template, embrace spaghetti 🍝
    8:13 AM
    Literally didn't even know the game until I clicked the video link
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1528

    Description of Issue

    When using the Steam deck Virtual Gamepad in Yuzu Settings the A Button acts as B buttons and B is acting normal as B Buttons. So when using you have 2 B Buttons but none A buttons even when mapping the A buttons to another buttons like ZR its acting as B button.

    Expected Behavior

    The expected behavior is A button is the A button and b is ...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1528, also EA

    Description of Issue

    When enabling VULKAN backend in settings, the game has extreme temporal ghosting(?) that seems to only appear when vegetation is around. When moving camera and then stopping, the ghosting will stay like that, and not go away. OpenGL does not suffer from this issue. **Apparently, RDNA 2 only has this issue around vegetation, while on...
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1528, also EA

    Description of Issue

    Memory Leak - Degrading Performance overtime

    Expected Behavior

    Steady performance even when entering the saloon in the first mission.

    Reproduction Steps

    Play the Game for extended period of time. More specific: when spawned into the game in the first mission, go into the saloon, after the cutscene, fps will be significantl...
    Avatar
    Build Notification BOT 8/18/2023 1:13 PM
    Build #20230818.1 part of pipeline yuzu patreon stage1 was manually stopped.
    1:13 PM
    Build #20230818.2 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3817

    Description of Issue

    ASTC texture always being reloaded after turn camera back. I disable Reactive Flushing. I purposely set ASTC Decoding Method: CPU Asynchronous, so that we could see the texture reloading. If I set ASTC Decoding to GPU, the texture reloading turns out big shutter. ![Video_2023-08-18_225224](https://github.com/yuzu-emu/yuzu/assets/1645020...
    Avatar
    hmm, regarding the rdr temporal ghosting and the fix from the "other" emulator... "Vulkan does not allow a stencil write mask to be specified for stencil clears, which means we can either "clear" the entire stencil value, or not clear it using CmdClearAttachments. This was being ignored before, and there was a TODO in the code to implement support for it. This change implements a fallback that is used for depth-stencil clears if the stencil mask is not all zeros or all ones, it performs the clear using a regular draw operation. This is the same thing we do for color clear with a component mask that is not RGBA." Did a short look into vk_rasterizer's Clear() function. But i still wonder whether just injecting such a clearing draw call is good and if it is, where to put it . I think one must test the stencil mask or so... hmm
    Avatar
    we had investigated and figured it was that. We sadly don't have somebody working on it. (it's a little painful thing to do)
    4:10 PM
    Today I'm releasing a big fix for another big game
    4:11 PM
    I also need to fix the new query cache in RDR and figure why it becomes so slow in certain areas
    4:13 PM
    this has been requested for a long time
    4:15 PM
    hard AF to emulate but i figured an easy way without having to smoke the hard stuffs. It turned out that NVIDIA emulates 3D gradient sampling using a lot of crazy stuffs (edited)
    Avatar
    hmm this lack of stencil mask write for clearing, is that something the Vulkan spec doesnt cover, aka was it kinda "forgotten" or something like that ? (me = a bit rookie / noob still in vulkan questions xD ) I would have tried to help out in this case, but i'd need to find my way around how the vulkan rasterizer is being built codewise and being invoked runtime-wise , first.
    Avatar
    same deal as RGBA color mask for clears
    4:21 PM
    it was ignored
    4:21 PM
    plus in Vulkan you can clear in different ways
    Avatar
    i guess i should read some overview docs for vulkan first, kinda which explains the big picture and how it is being assembled. because terms like "dynamic states", scissors, and some others dont ring a bell yet for me. I merely read an introduction guide to vulkan only for now (aka the devices, pipelines, and all that stuff, and typed some vulkan code from a guide to run it). I only have a basic knowledge of opengl as well.
    4:26 PM
    or more like a refresher maybe
    Avatar
    dynamic states are how you make vulkan behave like opengl
    4:35 PM
    the core idea behind vulkan is that the driver is supposed to be able to know the ~entire configuration state of the system with a single pipeline bind
    4:35 PM
    this is pretty unrealistic in practice so there are escape hatches that allow you to change aspects of it without making a new pipeline
    Avatar
    like changing the window size for example ?
    Avatar
    vulkan doesn't deal with windows but it's more about changing things like which vertex attributes are enabled
    4:37 PM
    blend constants
    4:37 PM
    scissor, viewport size, etc. the need for these three was recognized as so obviously important to be exempt from pipeline state that they added it in vulkan 1.0
    Avatar
    What are the blend constants for?
    Avatar
    Avatar
    Maide
    What are the blend constants for?
    controls the blending formula
    Avatar
    Avatar
    Maide
    What are the blend constants for?
    Avatar
    when apple actually did something useful for the graphics dev community: https://registry.khronos.org/OpenGL/extensions/EXT/EXT_shader_framebuffer_fetch.txt
    5:20 PM
    too bad nobody cares about that extension
    Avatar
    This adds a new feature: the ability to collapse textureGrad 3D emulation. Maxwell GPUs do not have native support for this kind of sampling, so they have a very complex emulation code that generates 4 variants of texture sampling for a set of 4 pixels. It runs an unknown instruction called "SAM" which enters NDV mode (no idea what this is) and pushes out "RAM" to go out of this mode while manually applying the derivates to the coordinates. It does 4 variants of this code which seem to be pi...
    👀 4
    prometheus 3
    bayonetta 1
    Avatar
    Build Notification BOT 8/18/2023 6:38 PM
    Build #20230818.2 part of pipeline yuzu patreon stage2 was manually stopped.
    Avatar
    Currently we have no real way to tell which macros we've already decompiled and which we haven't, besides manual checking of hashes. This PR just changes their name to decompiled_ when they've already been decompiled to make it easy to see what's new. Also dumps after they're been translated, which makes it possible to conditionally dump some shaders based on instructions they use. I wanted this for only dumping shaders that use the SAM/RAM instructions in Bayonetta 3 for example.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    android 44

    Description of Issue

    When trying to update on Android using APK from GitHub, it gives "package conflicts with an existing package" and the update fails.

    Expected Behavior

    Should be able to install updates over previous version.

    Reproduction Steps

    Install app using APK from GitHub then try to install an update on using new APK.

    Log File

    N/A ### System ...
    Avatar
    The current VFS code has no realistic mechanism for supporting mapping these to the base CNMT, so we'll just support creating and removing fake entries inside yuzu_meta with the raw NCA install method. Fixes #8217
    Avatar
    Vulkan doesn't support masked clears, so we need to implement them another way. This PR implements the clear via drawing a full-screen tri, and allowing the regular stencil hardware to handle the masking and writing. The stencil test values are set up as normal, except we pass the clear value for the reference rather than the usual ref register, and the same for depth. Closes #11313
    Avatar
    In what color space do resampling shaders operate?
    Avatar
    BreadFish64 8/19/2023 6:00 AM
    Color spaces? What are those? glue
    Avatar
    I only have one RGB keyboard
    Avatar
    Avatar
    v1993
    In what color space do resampling shaders operate?
    BreadFish64 8/19/2023 6:04 AM
    I could be wrong, but I'm pretty sure the game's framebuffer is usually sRGB at this point, but the TMU transparently converts to linear for use in shaders.
    Avatar
    Alright, thanks!
    Avatar
    Avatar
    Moonlacer
    I only have one RGB keyboard
    Spill some ink on it to make it into world's first CMYKeyboard.
    kek 1
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3814

    Description of Issue

    Red Dead Redemption crashes upon startup. I tried running Red Dead Redemption v1.0.1, but it crashed immediately with the error message 'Unable to create shared OpenGL context'. I attempted to resolve this by setting the virtual RAM to 16GB and rebooting my PC, which worked. However, when I closed the game and tried to restart it, the same error occurr...
    Avatar
    Avatar
    scorpion81
    hmm, regarding the rdr temporal ghosting and the fix from the "other" emulator... "Vulkan does not allow a stencil write mask to be specified for stencil clears, which means we can either "clear" the entire stencil value, or not clear it using CmdClearAttachments. This was being ignored before, and there was a TODO in the code to implement support for it. This change implements a fallback that is used for depth-stencil clears if the stencil mask is not all zeros or all ones, it performs the clear using a regular draw operation. This is the same thing we do for color clear with a component mask that is not RGBA." Did a short look into vk_rasterizer's Clear() function. But i still wonder whether just injecting such a clearing draw call is good and if it is, where to put it . I think one must test the stencil mask or so... hmm
    This should definitely be fine with just a draw
    12:12 PM
    You could even use stencil export which might be simpler
    12:13 PM
    Ah nvm
    12:13 PM
    Maide did
    Avatar

    Issue

    How can i rebuild this for android,when i try it with gradle it give me this error: FAILURE: Build failed with an exception.
    • What went wrong:
    A problem occurred configuring root project 'android'.
    Could not resolve all files for configuration ':classpath'.
    > Could not resolve androidx.navigation:navigation-safe-args-gradle-plugin:2.6.0. Required by: project : > No matching variant of androidx.navigation:navigation-safe-args-gradle-plugin:2.6.0...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I hope that the installed upd and DLC files can be better managed, for example, the installed files can be unified in the folder with the same name and ID of the game, so that it is easy to find and delete.

    Why would this feature be useful?

    Because the game upd and dlc take up a lot of space, and the installation folder is messy, it is easy to delete the update file...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    It enables external applications to connect to Ryujinx via IPC, and then read/write guest memory. https://github.com/GovanifY/pine/

    Why would this feature be useful?

    Program like KAMI could inject the game, hook the mouse, write game camera memory while mouse being moved, then let players control the game camera using mouse. Just feels like playing PC games with mo...
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    Avatar
    ByLaws
    You could even use stencil export which might be simpler
    AMD-only sadge
    👀 1
    Avatar
    Intel and Qaulcomm also support it
    Avatar
    yeah but who cares about them
    Avatar
    About as many people that care about OpenGL /s
    Avatar
    Qualcomm, many peoiple tbh
    5:54 PM
    expect it to be the most popular GPU of all our users by next year
    Avatar
    GoldenX86_64 8/19/2023 6:07 PM
    Why do we get either the evil or incompetent vendors as the best GPUs for this...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Stetting default handheld or docked per game Below concept art !image

    Why would this feature be useful?

    Different games on the same hardware need different settings to perform better or to have better graphics. Changing these settings every time when opening a game is annoyi...
    Avatar
    Avatar
    GoldenX86_64
    Why do we get either the evil or incompetent vendors as the best GPUs for this...
    SleepingSnake 8/19/2023 6:19 PM
    Since they don't have any incentive to improve.
    Avatar
    We're trying 😔
    Avatar
    Avatar
    GitHub
    Click to see attachment 🖼️
    @toast2903 ^
    Avatar
    GoldenX86_64 8/19/2023 11:40 PM
    for context, textures aren't cached to disk we value your storage
    Avatar
    Prevents this bug from occurring by allowing space in the ASLR region to exist before the code load address.
    Avatar
    GoldenX86_64 8/20/2023 2:28 AM
    guess what this does
    Avatar
    Fixes this bug (edited)
    This code does not work when ASLR is disabled or you hit the 1/260000 lottery of selecting a 0 ASLR slide value: skyline/source/skyline/inlinehook/And64InlineHook.cpp Lines 536 to 552 in 972cdef //...
    Avatar
    a workaround until skyline fixes that issue
    Avatar
    I don't think they will fix it
    2:39 AM
    that said, it's not my job to be opinionated on stuff that almost always works on console anyway
    2:39 AM
    so we'll just make it work
    2:40 AM
    also, the exact probability of picking a 0 aslr_slide is 1/262080
    2:40 AM
    so it has probably already happened multiple times
    2:40 AM
    and ssbu just crashed on startup with no explanation
    Avatar
    With the vanilla game or with Skyline alone?
    Avatar
    well, I suppose with skyline on any program
    Avatar
    Little did you know I win the lottery a lot
    Avatar
    Among the numerous tragedies inside yuzu's service handling code, there is a LockService call that prevents multiple requests to the same instance of an IPC server from executing simultaneously: https://github.com/yuzu-emu/yuzu/blob/6a5db5679b61d3d73244e42682f1b34d401e7736/src/core/hle/service/service.cpp#L170 This should not exist, and real server manager code does not do this, but a fair amount of yuzu code now depends on having this lock. Instead of unlocking them all and seeing what...
    Avatar
    Needs Windows testing. Also fixes a double-free in the OpenSSL backend destructor (SSL_free frees the BIO handles for you).
    Avatar
    Avatar
    GitHub
    Click to see attachment 🖼️
    This should be fine for nvdrv too btw
    9:59 AM
    At least the skyline parts of ot
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Hello, I would like to request an option to lock recently opened files in Yuzu. Currently, when booting games, Yuzu stores a list of recently opened files. And while there is an option to clear the entries, this feature can be convenient for some users, since there may be situations where they may prefer to prevent Yuzu from remembering the opened files. ### Why woul...
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    Affected Build(s)

    Early Access 3801

    Description of Issue

    This game emulates gravity on chess and similar sub-games on handheld mode. When the console is flipped, the board in the game is flipped too. I am running yuzu on a touch screen device and want to play those sub-games with touch screen, only to see all piceces leaving the screen as the game thinks the console is flipped. ### Expected Behavi...
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    Is there an existing issue for this?

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    Affected Build(s)

    mainline 689dc4a117

    Description of Issue

    when booting the game in yuzu mobile, it runs pretty well, even up to 50 fps but the visuals are broken, like if yoiu move the camera, the texture start to rub the screen like someone taking a poop and whipping it on his nighbors door

    Expected Behavior

    like any tps open world game, the game didnt must not do that ### Reproduction Ste...
    Avatar

    Is there an existing issue for this?

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    What feature are you suggesting?

    In previous version, when i rotate my phone to other landscape side it automatically rotated but after some update it does not rotate unless turn on screen rotation in my phone setting. Please fix it. Skyline support this. Even YouTube support this. I can't understand why dev blocked auto screen rotate to other landscape side in this way. It is so uncomfortable. ### Why...
    12:31 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    In previous version, when i rotate my phone to other landscape side it automatically rotated but after some update it does not rotate unless turn on screen rotation in my phone setting. Please fix it. Skyline support this. Even YouTube support this. I can't understand why dev blocked auto screen rotate to other landscape side in this way. It is so uncomfortable. ### Why ...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Build yuzu uwp.

    Why would this feature be useful?

    People will be able to play Nintendo games on Xbox Series
    Avatar
    Previously when switching between landscape modes when in orientation lock, you would have to press the button that appears when you reorient the screen. Now the app will switch between landscape and reverse-landscape automatically.
    Avatar
    Original message was deleted or could not be loaded.
    Lmao
    Avatar
    Account deleted kek
    Avatar
    Note: For GCC there are still a huge number of -Warray-bounds warnings coming from externals/dynarmic. I could have added a workaround in externals/CMakeLists.txt similar to what this PR does for other externals, but given Dynarmic's close affiliation with Yuzu, it would be better to fix it upstream. Besides that, on my machine, this makes the build warning-free except for some warnings from glslangValidator and AutoMoc. Details:
    • Disable some warnings in externals.
    • Disa...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1532

    Description of Issue

    When I play this game with Vulkan, yuzu will immediately close after launching progress bar stopped a bit. And of course, my GPU device are compatible with Vulkan: !image After failing with Vulkan, I switched to OpenGL GLSL. Now yuzu working, but only black s...
    Avatar

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    Affected Build(s)

    EA 3824

    Description of Issue

    Yuzu crash few seconds after loading a save on latest EA with Intel Arc GPU. No crash on Intel Arc GPU with MainLine 1531. No crash at all on Nvidia GPU on MainLine or EA.

    Expected Behavior

    Work as in mainline.

    Reproduction Steps

    Just launch the save, and it's crash after a few seconds.

    Log File

    [yuzu_log(EA_TOTK).txt](https://git...
    💀 1
    Avatar
    @GoldenX86_64 There you go
    Avatar
    Avatar
    Moonlacer
    @GoldenX86_64 There you go
    intel
    Avatar
    it likely hates my compute shader for prefix scan on the gpu
    Avatar
    Developing for three vendors must be painful
    Avatar
    developing for intel must be painful*
    2:31 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1531 / EA 3824

    Description of Issue

    Xenoblade Chronicles crash after the menu, when starting a new game it fails to load the first cutscene and crash. Crash on mainline and EA on Intel ARC GPU. Don't crash on Nvidia GPU.

    Expected Behavior

    No crash.

    Reproduction Steps

    Clean the pipeline cache, relaunch the game and still crash after launching new game in the m...
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Self compiled ea build, which should match the latest EA 3826

    Description of Issue

    The game will stop rendering and the audio keeps playing

    Expected Behavior

    rendering should continue without errors

    Reproduction Steps

    Start the game and switch yuzu from high to normal, and from handheld to docked. The combinations high/docked, high/handheld and normal/handheld seem to...
    7:57 PM
    implemented the windows path for desktop shortcut creation of titles. Icons are saved in the yuzu appdata folder under /icons
    Avatar
    Build Notification BOT 8/21/2023 8:00 PM
    Build #20230821.2 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    Build Notification BOT 8/21/2023 8:10 PM
    Build #20230821.3 part of pipeline yuzu patreon stage1 was manually stopped.
    8:10 PM
    Build #20230821.4 part of pipeline yuzu patreon stage1 was manually stopped.
    8:14 PM
    Build #20230821.5 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    Build Notification BOT 8/21/2023 8:27 PM
    Build #20230821.6 part of pipeline yuzu repository sync was manually stopped.
    9:34 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3826

    Description of Issue

    it crashes when networking is enabled Unhandled SIGSEGV at rip 0x00007f56804a8472

    Expected Behavior

    it should boot into the main menu of the game !image

    Reproduction Steps

    load the game with any update

    Log File

    [yuzu_log.txt](http...
    9:36 PM
    There's a bug in ktlint where it will run into an error if you build the project, delete a source file, and then build again. It will be unable to find the file you deleted and can't recover until these files are deleted. This just deletes those files before every run.
    Avatar

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    Affected Build(s)

    Mainline 1533

    Description of Issue

    From what I've experienced on the Steam Deck, whenever you are in-game and select the option from the pause screen to return to the Main Menu, it will ask for confirmation, and then seemingly crash and restart the game.

    Expected Behavior

    The game should return to the Main Menu of Red Dead Redemption.

    Reproduction Steps

    1. Load into a ...
    Avatar

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    Affected Build(s)

    2023-08-21 version

    Description of Issue

    !0100a6301214e000_2023-08-21_16-47-53-206 This is the title screen I now see, there are no text the show, though inputs are possible and the invisible menu can be navigated. However, doing so doesn't fix the problem and this broken looking visuals car...
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    Build Notification BOT 8/22/2023 3:31 PM
    Build #20230822.2 part of pipeline yuzu patreon stage1 was manually stopped.
    3:31 PM
    Build #20230822.1 part of pipeline yuzu patreon stage1 was manually stopped.
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    Currently, we are not checking whether the buffer size. This leads to Vulkan attempting to bind all vertex buffers (often the Dirty isn't correct, and in reality, we aren't using them at all). However, MoltenVK doesn't support 32 vertex buffers, which can result in a App crash.
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    Some buttons did not have enough padding, now they do! Before: !image After: !image
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    That also sets the minimum button width to 57px on that theme. Id have to see a screenshot of the restore button in the game properties dialog with that (edited)
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    toast2903
    That also sets the minimum button width to 57px on that theme. Id have to see a screenshot of the restore button in the game properties dialog with that (edited)
    Same here
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    Affected Build(s)

    Git Master

    Description of Issue

    TOTK stops at "loading...." on Android compiled from source yuzu_log.txt I successfully got it working with 6a5db5679b61d3d73244e42682f1b34d401e7736 but when I started bisecting I got the following errors: ``` FAILURE: Build failed with an exception.
    • What went wrong:
    Exe...
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    Searches 3 subfolders deep. Seems like a reasonable default but it's not configurable at the moment.
    👍 1
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    Affected Build(s)

    mainline 1534

    Description of Issue

    This issue is from another user in Windows_Support who seems to have a novel error involving the software keyboard The game Monster Hunter Generation Ultimate would not boot, and would always crash after dumping a thousands of "HW.Memory core\memory.cpp:operator ():695: Unmapped Read8 @ 0x000000000A2D074A" and "HW.Memory core\memory.cpp:oper...
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    Affected Build(s)

    Mainline 689dc4a17

    Description of Issue

    Crash Team Racing Nitro Fueled crashes after playing game couple of minutes. No gameplay glitches stable 30fps but crashes after a while. Device: Xiaomi Pad 5 Pro Chipset: Qualcomm SM8250-AC Snapdragon 870 5G (7 nm) GPU: Adreno 650 GPU Driver: Mesa Turnip Driver - v23.3.0-dev, Vulkan 1.3.258

    Expected Behavior

    ...
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    Affected Build(s)

    yuzu 1534 (2023-08-22)

    Description of Issue

    When selection "Local Wireless" -> "Create Room" in Super Smash Bros. Ultimate I receive an "A Communication Error has occurred." error. Checking the yuzu logs I see "NetworkInfo is not valid 16587" !ssb-error

    Expected Behavior

    When selecti...
    thonking 2
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    See linked issue for premise. This does a couple things to complete that goal. shared_widget now supports radio groups for enumerations. use_docked_mode is now an enumeration to take advantage of that. configure_per_game will check the console mode setting against the first player's controller type to sanitize against handheld/docked issues. The new console mode radio group is removed in the global configuration dialog, for simplicity sake and to avoid duplicating settings. I was somewh...
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    GoldenX86_64 8/23/2023 2:29 AM
    Complex report incoming
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    Avoids the problem of badly configured audio devices that fail to init, and then softlocking games on boot. Tests each of the preferential backends in turn to see if they're valid, and falls back to null when they aren't, which avoids games softlocking.
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    Affected Build(s)

    android-48

    Description of Issue

    Some cutscenes don't work, only black screen with sound and sometimes you can view subtitles. The emulator crashes after a few seconds of the intro video or when you try to skip the intro video.

    Expected Behavior

    https://youtu.be/e5NhREE_OkA

    Reproduction Steps

    Just launch the game

    Log File

    [yuzu_log.txt](https://github.com/yuzu-emu...
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    Affected Build(s)

    Mainline 1534

    Description of Issue

    Since I have only 4 GB of VRAM, I decided to use ASTC Recompression Method. When I use it (BC3/BC1) the game runs ok and does not crash but I'm experiencing small freeze of some seconds every time I do any of these actions:
    • Switching weapon, shield, bow
    • Switching power
    • Open menu and map
    • Loading Screen

      Expected Behavior

      You can e...
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    Build Notification BOT 8/23/2023 2:20 PM
    Build #20230823.1 part of pipeline yuzu patreon stage1 was manually stopped.
    2:22 PM
    Build #20230823.2 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    Mainline 1535

    Description of Issue

    Crash when launching games In Event Viewer: Exception code: 0xc0000005 In yuzu_log.txt: [ 71.953737] Debug common\virtual_buffer.cpp:operator ():26: Assertion Failed!

    Expected Behavior

    Launch game without crash.

    Reproduction Steps

    1. Open yuzu 2. Launch game ( Tears of the kingdom / Breath of the Wild tested ) 3. Crash ...
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    What feature are you suggesting?

    Although i enabled touch haptics, it does not work at all. I have tested both mainline and EA and the result was same. Please fix it. Also it would be good if there was grid in edit overlay.

    Why would this feature be useful?

    If touch haptics work properly, it will enhance user's gaming experience.
    thonking 1
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    Affected Build(s)

    EA 3830

    Description of Issue

    After the 3830 update RDR has significant performance loss on both Windows 11 and Steam Deck. Also there is a bug with lens flares that creates a flickering orange circle when lens flares should be rendered(I'm calling this "sunspots")

    Expected Behavior

    normal performance and proper lens flare rendering

    Reproduction Steps

    Play Red Dead ...
    6:39 PM

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    Affected Build(s)

    All builds

    Description of Issue

    A new driver update was introduced in a Steam OS 3.5 update. Since then Age of Calamity will not boot. I have reported this issue in Discord previously.

    Expected Behavior

    Age of Calamity starts and plays as if normal

    Reproduction Steps

    Attempt to boot Age of Calamity on Steam Deck using the main update channel(OS versions 3.5) ##...
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    What feature are you suggesting?

    Seen RPCS3 with this functionality of achievement getting

    Why would this feature be useful?

    would be cool to see how much stuff we got as an achievement
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    ????????
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    Achievements? "You emulated 25 different games in this PC! Here's a new yuzu title of big emulation bro"
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    Narr the Reg 8/23/2023 9:32 PM
    crashed for the 1000th time
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    "you have crashed, 1000th time! You won the title of wrecking gamer"
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    Glad that issue uh... sorted itself out
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    or "Achievement unlocked: The Pirate! We scanned your files and found piracy. You earned anew public title called the pirate!" xD
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    Guess we need to make up our own achievements and add them to the games manually
    9:43 PM
    Definitely a viable option
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    GoldenX86_64 8/23/2023 9:46 PM
    gets boring fast
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    taht can't be done
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    I was kidding
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    Lot of works
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    lol who even uses nax dumps anymore
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    i just want to have less fs issues open :P
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    2018 issue kek
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    Narr the Reg 8/23/2023 11:52 PM
    I remember when I tried to be under 1k
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    Too many JRPGs and indie titles for that
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 8/24/2023 12:01 AM
    I have never heard of NAX before DogeKek
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ
    I have never heard of NAX before DogeKek
    ncas stored on switch sd card
    12:10 AM
    it's a format we supported before nxdumptool became the superior way to make game dumps
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    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 8/24/2023 12:11 AM
    Ah that makes sense
    12:11 AM
    Reading up
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    Affected Build(s)

    mainline 1535

    Description of Issue

    Everything was working fine till today. When attempting to open a game, any game, it just closes. Already deleted shaders cache, but the problem persists.

    Expected Behavior

    Work normally again.

    Reproduction Steps

    Not sure.

    Log File

    [ 0.160945] Input input_common\drivers\udp_client.cpp:UDPClient:139: Udp Initialization start...
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    Affected Build(s)

    Early access build 9d3a293a4

    Description of Issue

    Game boot but black screen forever (update 1.8.0) In update 1.7.0 the game boot and work with poor FPS but work also sometimes when I try to open the game the emulator crash itself I keep trying until I go in game and it works

    Expected Behavior

    I think its emulator problems

    Reproduction Steps

    Working on update 1.7.0 ...
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    Build Notification BOT 8/24/2023 2:34 PM
    Build #20230824.1 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    Mainline 808e28598

    Description of Issue

    When booting Red Dead Redemption using Turnip 23.3.0-VK 1.3.261- A6xx driver, there are major graphical glitches. Setting the Accuracy Level to High or Extreme in the Graphics tab fixes this, but it crashes Yuzu. Hopefully, the game can render better in Normal Accuracy in future builds as performance is amazing.

    Expected Behavior

    https...
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    Affected Build(s)

    Mainline 1535

    Description of Issue

    Whatever changes been made to yuzu the last few months, the emulator is extremely unstable, is throwing Assertion Failed errors left and right while randomly crashing. I currently only playing AI: THE SOMNIUM FILES, but pretty sure is emulator issue, not game issue. No need to post specs nor drivers since they included in logs, along with a...
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    Affected Build(s)

    Early access 9d3a293a4

    Description of Issue

    Hello I have tried dragon quest XI S on my phone but the screen is always green !1000038514

    Expected Behavior

    The game should show the graphics and the characters

    Reproduction Steps

    Run the game with qualcomm 676.39 adreno New game...
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    Likely fixes #11373 Ports this fix which was made well after the YFC changes added the file: skyline-emu/skyline@94ac457
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    Affected Build(s)

    V50 Android

    Description of Issue

    For some reason I just boot Sonic origins with all updates and it's freezed after Sega Logo (v2.0.1) Also Text is absent. In older versions it was working but so glitchy !Screenshot_20230825-154444_yuzu ![Screenshot_20230825-154444_yuzu](https://githu...
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    hey, i wonder whether there is some way or tool to "record" either some op codes or so and play them back in order to test a certain sequence or savegame or behavior of a specific game. with op code i mean the "instructions" which yuzu gets from the game binary. Say, like i wanted to re-investigate https://github.com/yuzu-emu/yuzu/issues/10493 and wanna test against the recall animation playing . like which swizzling params like TileShift and AdjustMipSize values and whatnot... are "expected" so this will work. iirc it had to do with a fix for the gloom textures for low-memory devices or so. Or what would be a nice automated workflow to iterate the tests faster than doing everything manually (aka open game, load save, look) -> anyways, the "Look" part would still be necessary to do by a human xD. Or is such testing possible with unit tests or something along the lines ?
    Is there an existing issue for this? I have searched the existing issues Affected Build(s) Early Access 3621 Description of Issue The problem is with the way Recall is being initiated. Normally whe...
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    hmm, so there is a Debug tab in yuzu, and there is a gdb stub. Did activate it but after connecting to it from gdb from my host machine, it wont work. Is there somewhere some documentation how the debugging setup is used to be for yuzu ?
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    optimally, use the gdb client from devkitpro
    5:40 PM
    I can guarantee this works
    5:41 PM
    otherwise, you need a gdb with support for arm/aarch64
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    hmm what is devkitpro ? sorry for the dumb question
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    ok, now i tried both with gdb-multiarch and also with devkitA64's gdb. seems things run with "target remote steamdeck:6543", but how can i get the source lines of yuzu displayed, or how to use a breakpoint ? i cant even step or backtrace, since gdb tells me it cant find the boundaries of that function. Is there a bit more yuzu specific documentation about the debug setup ? or do "general" gdbserver docs apply here ? like you need an unstripped copy of yuzu on your host machine too and so on ?
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    it isn't debugging yuzu
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    oh
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    it's debugging the guest program
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    ah obviously it needs to debug "both" i guess ? if i wanna break into yuzus code which maybe called by the guest ?
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    it doesn't allow you to debug yuzu code
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    hmm
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    (it has no way to do that)
    6:13 PM
    it's specifically for inspecting the guest
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    ok, but there is no way to debug yuzu itself (some dummy game, or some testing framework even) -> to see for example what happens during swizzle / unswizzle (what is called when, with which parameters)
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    not with the gdbserver option, but obviously you can use a host version of gdb on the yuzu executable
    6:15 PM
    that doesn't involve the gdbserver at all
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    means, gdb on the deck for example ?
    6:15 PM
    if you needed to remote debug it anyway you would run something like gdbserver yuzu
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    ya, i was thinking since yuzus source is on my laptop, it may be handy to remote debug yuzu itself from the laptop as well. I will try with gdbserver then
    6:17 PM
    or do i need a full debug build of yuzu on the deck as well ? and if so, wouldnt that be too slow to be usable ?
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    full debug is unusable
    6:18 PM
    RelWithDebInfo is fine
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    ok
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    This still doesn't make builds appear as a game to the Samsung game launcher but this could help for the version of the app that is delivered from that play store. isGame was deprecated in Android Oreo and appCategory is supposed to be the replacement. But I'll be keeping both just in case there are game launchers that only check for isGame.
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    hmm ok, so i built a yuzu app image with RelWithDebInfo now. In order to be able to debug the yuzu binary, i extracted the appimage. if I go into ./squashfs-root/usr/bin and invoke "gdb yuzu" there, things run but after a few seconds there are SIGSEGVs like cpu_core_2 thread has crashed. it doesnt seem to like being debugged for some reason.
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    disable fastmem
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    ok
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    there are instructions on the building for linux wiki
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    will read them now
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    (the sigsegvs are intentional but that feature can be disabled with some performance cost)
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    is fastmem a compile switch or some optio inside yuzu ? the build for linux wiki didnt mention that explicitly as far as i see
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    thank you 🙂
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    Build Notification BOT 8/25/2023 10:00 PM
    Build #20230825.3 part of pipeline yuzu patreon stage1 was manually stopped.
    10:01 PM
    Build #20230825.4 part of pipeline yuzu patreon stage1 was manually stopped.
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    Build Notification BOT 8/25/2023 10:03 PM
    Build #20230825.5 part of pipeline yuzu patreon stage1 was manually stopped.
    10:04 PM
    Build #20230825.6 part of pipeline yuzu patreon stage1 was manually stopped.
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    Build Notification BOT 8/25/2023 10:06 PM
    Build #20230825.7 part of pipeline yuzu patreon stage1 was manually stopped.
    10:06 PM
    Build #20230825.8 part of pipeline yuzu patreon stage1 was manually stopped.
    🛑 3
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    toast2903
    That also sets the minimum button width to 57px on that theme. Id have to see a screenshot of the restore button in the game properties dialog with that (edited)
    it was changed to only affect the reset settings button
    11:20 PM
    you might want to take a look again
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    Before I started work on getting per-game settings ready, I needed to clean up issues with duplicated code for reading from settings. As I went through I noticed additional functionality that we haven't implemented for android settings (at least not exposed to the user) like temporary or paired settings. I got pretty carried away and ended up with a full rework of the existing system. After this, per-game settings should be fairly easy to implement. Here's a list of changes
    • Create in...
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    SleepingSnake 8/26/2023 2:51 AM
    The magician
    🥰 1
    this 1
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    GoldenX86_64 8/26/2023 2:56 AM
    And pics to save me work
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    I love my flashy gifs
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    GoldenX86_64 8/26/2023 3:13 AM
    Nines knows
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    Fixes #11071 This addresses a bunch of janky code in the RomFS dumping menu. It now iterates all available program NCAs for the given application as well as data NCAs from DLC, and it now returns the content record type so that RomFS patching when a DLC update is present will work correctly.
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    it also fixes a really stupid bug that caused opening the "dump romfs" window to take much longer than it was supposed to
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    Affected Build(s)

    Mainline 1537

    Description of Issue

    Vertex Explosions And Graphical issues !mlb the show vertex

    Expected Behavior

    Without Vertex Explosions

    Reproduction Steps

    Launch The Game

    Log File

    [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/12444734/yuzu_log.txt...
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    mmm ok, so now that i have my RelWithDebInfo build of yuzu, even with -O0, i still have "optimized out" variables when i run yuzu under gdb. I was thinking O0 disables all compiler optimization... so i can see whats going on in this variables and maybe even change their values while the program runs. Do I perhaps need a full debug build ? or is gcc -O0 -g not basically the same as "Debug" ?
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    scorpion81
    mmm ok, so now that i have my RelWithDebInfo build of yuzu, even with -O0, i still have "optimized out" variables when i run yuzu under gdb. I was thinking O0 disables all compiler optimization... so i can see whats going on in this variables and maybe even change their values while the program runs. Do I perhaps need a full debug build ? or is gcc -O0 -g not basically the same as "Debug" ?
    1. code in templates and header files will never respect the optimization level with clang or gcc and will always be partly optimized out. lldb may do a better job than gdb with templates 2. do not set -O0 globally when using RelWithDebInfo, that defeats the point of compiling in release mode... instead, for each file you are interested, compile it without optimizations by putting #pragma GCC optimize ("O0") at the top of the file
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    ok, it seems that only applying the first changeset from here https://github.com/yuzu-emu/yuzu/commit/01c4568786631515ea13ec8cf991d534272e87b7 (no tileshift, only adjust mipmap block size) seemed to have temporarily done the trick. (this needs more testing tho ) -> gloom was looking ok and recall too, but idk whether this is a proper fix ... need to build a release build, delete shaders just to be sure, and so on.
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    it's not a proper fix, you'll find out
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    monkaS
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    This should make the "Closing software" dialog less of an agonizing wait and more in-line with hardware behavior.
    👀 1
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    The TCP logger here has a blocking accept call that gets converted to a host accept call. This ends up blocking forever until a host is actually accepted. However, when terminating the application, we want this to get shut down right away, and not require forcibly killing the emulator.
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    Build Notification BOT 8/26/2023 11:13 PM
    Build #20230826.2 part of pipeline yuzu patreon stage1 was manually stopped.
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    Build Notification BOT 8/26/2023 11:15 PM
    Build #20230826.3 part of pipeline yuzu patreon stage1 was manually stopped.
    11:15 PM
    Build #20230826.4 part of pipeline yuzu patreon stage1 was manually stopped.
    11:15 PM
    Build #20230826.5 part of pipeline yuzu patreon stage1 was manually stopped.
    11:16 PM
    Build #20230826.6 part of pipeline yuzu patreon stage1 was manually stopped.
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    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1538

    Description of Issue

    Settings can not show translated strings

    Expected Behavior

    make the settings translatable

    Reproduction Steps

    make the settings translatable

    Log File

    N/A

    System Configuration

    CPU: 9900K GPU/Driver: 2080Ti RAM: Kinstom 16 OS: Win 10 22H2
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    Affected Build(s)

    Early Access 3836

    Description of Issue

    Mario + Rabbids Kingdom Battle crashes on launch with the latest EA build 3836 without displaying anything. Prior builds launched the game properly, however there were constantly flashing artifacts on the bottom of the screen making it impossible to play the game properly.

    Expected Behavior

    The game should launch normally without crashi...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Yuzu 1538 (2033-08-26) appimage

    Description of Issue

    Hi, I'm playing FIFA 23 on the steam deck with yuzu and the players don't show the triangular indicator they show when they are selected. I have checked the settings of the game and it's activated. I changed it to show the player name and indicator and it shows only the player name when I have the ball, when defending I have to...
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    Affected Build(s)

    Early Acces and Mainline Update Latest Android

    Description of Issue

    Layout Bug Yuzu android Button layout, some button missing !Screenshot_20230826_161824

    Expected Behavior

    https://github.com/yuzu-emu/yuzu/assets/143301857/9c1ba7e2-ce06-4712-ac6a-812f628155d8 ### Reproduction...
    🤔 1
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    Some automatic scaling or local issue
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    Build Notification BOT 8/27/2023 2:27 AM
    Build #20230827.1 part of pipeline yuzu patreon stage1 was manually stopped.
    2:29 AM
    Build #20230827.2 part of pipeline yuzu patreon stage1 was manually stopped.
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    GoldenX86_64 8/27/2023 3:49 AM
    63% boost, straight to master, nice
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    Golden
    3:53 AM
    I think that is not the pr
    3:53 AM
    Smh
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    GoldenX86_64 8/27/2023 3:53 AM
    is it not?
    3:53 AM
    oh well, still, free perf boost straight to master
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    Where did you pull that number from? thonking
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    Secret lab
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    Moonlacer
    Where did you pull that number from? thonking
    ltt labs
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    SleepingSnake 8/27/2023 3:57 AM
    The most reliable source of missinformation. (edited)
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    Should've been 69%
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    it's being tested. I'll submit once it's done
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    GoldenX86_64 8/27/2023 4:05 AM
    i think you surpassed 69%
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    • Fixes a bug where the emulation surface would appear stretched when changing from the orientation where emulation started
    • Fixes a bug where the emulation activity would start in landscape and then switch to portrait when using the portrait/auto settings for orientation
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    GoldenX86_64
    i think you surpassed 69%
    this is why I hate leaks. The boost mostly affects bayonetta 3
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    GoldenX86_64 8/27/2023 4:39 AM
    you call me names, you get the leaks
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    quad optimize pls
    4:40 AM
    😛
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    GoldenX86_64 8/27/2023 4:41 AM
    quad turbo
    4:42 AM
    we should call quad optimizations "project quattro"
    4:42 AM
    audi fans would rejoice
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    Build Notification BOT 8/27/2023 6:37 AM
    Build #20230827.2 part of pipeline yuzu patreon stage2 failed.
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    Affected Build(s)

    mainline and early access android

    Description of Issue

    The game boots up fine. but right after starting the game the 3d graphics are missing, so you only see the hud and everything else is black

    Expected Behavior

    3d graphics should render

    Reproduction Steps

    on android with latest drivers for snapdragon 8 gen1/2 start the game

    Log File

    currently on every device, ...
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    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3838

    Description of Issue

    The game crashes after a short period of gameplay

    Expected Behavior

    I guess it's just not supposed to crash

    Reproduction Steps

    Play RDR with Vulkan and GPU accuracy set to Normal

    Log File

    yuzu_log.txt.old.txt

    System Configuration

    CPU: i5-2500 G...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Yuzu 1539 (and earlier)

    Description of Issue

    Playing on Intel Arc 770 LE 16GB, Skyward Sword. Things like the harp, the sailcloth, character's eyes, or doors/passages with barbed wire are invisible. This only happens on Vulkan. Enabling OpenGL, textures load fine (but performance is horrendous) I've tried ticking every graphics setting in the graphics settings, including adv...
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    Affected Build(s)

    Mainline 1539

    Description of Issue

    In The Legend of Zelda: Tears of the Kingdom, when you bring a new horse to a stable, you're given a text input to name it. That text input isn't showing up for me. At first, it seems like the game has completely frozen. But if you do Win+Shift+Left, the text input overlay will change screens and show up on another monitor. Then you can safely...
    4:00 PM

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    Affected Build(s)

    Mainline 1539

    Description of Issue

    No sound using cubeb in Mainline 1539. Cubeb cannot see my Renoir / HDMI audio output device. SDL2 audio works as expected. I have checked Mainline 1538 (previous) build and everyting works fine with sound in cubeb.

    Expected Behavior

    Cubeb can detect correct audio device. Audio in games is ok.

    Reproduction Steps

    Install yuzu 1539, ...
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    Affected Build(s)

    EA 3838

    Description of Issue

    When starting up Link's Awakening, whether in 1.00 or 1.0.1 with vulkan or even open gl, starting up a new savegame freezes the screen after creating it. Weirdly, with old, like one year old saves, the game does load, but freezes at the end of ingame cutscenes (like the owl giving instructions directly at the beginning when getting the sword, after th...
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    Affected Build(s)

    1537

    Description of Issue

    When using an intel arc gpu on Age of Calamity, the emulator will freeze graphically (NOT crash) on building a specific shader. You game is still "technically" running, as you can hear the gameplay. This happens on vulkan. And, if you kill the emulator, and try to start the game again, it'll get stuck on building shaders.

    Expected Behavior

    The game ...
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    seems like driver bug
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    funny thing is that most driver bugs are in the shader compiler even though all 3 major vendors use LLVM as middleware. It proves that even when you take away most of the hardest complex stuff, you still can easily leave a lot of bugs around. Faith wrote anice blog about why MESA stayed stuck to NIR and did not go LLVM wave: https://www.gfxstrand.net/faith/blog/2022/01/in-defense-of-nir/
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    Structurisation is esp fun in llvm
    10:29 PM
    Maiser has many good posts about how it doesn't work
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    GitHub
    Click to see attachment 🖼️
    Narr the Reg 8/27/2023 10:30 PM
    I actually had this issue today on totk. A game thread crashed due to failing to set memory permissions
    10:30 PM
    Sound still worked but video freeze
    10:31 PM
    But I don't have any issue after restarting
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    This should fix the z fighting in some games in AMD cards. So far only RADV supports the extension, hopefully, AMD's proprietary driver will in the future. I'm leaving it as a Draft as it needs testing.
    11:40 PM
    Time for AMD to wake up
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    Build Notification BOT 8/27/2023 11:42 PM
    Build #20230827.6 part of pipeline yuzu patreon stage1 was manually stopped.
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    I added a workaround for AMDVLK. I hope AMD just implements the exension
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    So it still appears the same on AMDVLK as RADV?
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    Affected Build(s)

    Early Access 3840

    Description of Issue

    I have noticed that Mario + Rabbids Kingdom Battle has two major rendering issues: 1) There are some flashing colorful artifacts on the bottom of the screen. 2) Only the leftmost ~1/4 of the screen has proper lighting, while the right ~3/4 of the screen is too dark. Please see the attached screen recording for both of these issues. ...
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    Affected Build(s)

    Early Access 3840

    Description of Issue

    I have noticed that Mario + Rabbids Sparks of Hope has two major rendering issues: 1) There are some flashing colorful artifacts on the bottom of the screen (this one maybe an RTX 40 series only issue). 2) Only the leftmost ~1/4 of the screen has proper lighting (although with flashing artifacts), while the right ~3/4 of the screen is too...
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    Moonlacer
    So it still appears the same on AMDVLK as RADV?
    GoldenX86_64 8/28/2023 12:38 AM
    amdvlk/the windows driver needs to expose supporting the extension
    12:38 AM
    blink just means it should work the moment support is added
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    Moonlacer
    So it still appears the same on AMDVLK as RADV?
    For most games yes. I just added a workaround as our conversion formula was not working. Sadly it's not a perfect and accurate implementation. Only when AMD supports the extension it will be truely fixed. The workaround is deactivated if the extension is present or the vendor aupports D24_S8
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    That's what I figured, thanks
    1:03 AM
    Make sure it's not too accurate or they will write it off as a suitable application workaround /s
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    iirc it is known to be inaccurate
    1:03 AM
    it only fixes some stages in ssbu and breaks others
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    As long as it does more good than harm it's fine
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    Moonlacer
    Make sure it's not too accurate or they will write it off as a suitable application workaround /s
    GoldenX86_64 8/28/2023 1:15 AM
    it would just be the third time they close my ticket for implementing a slower workaround from our side
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    Well it's not a workaround for a driver bug but more for a lack of feature.
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    GoldenX86_64 8/28/2023 1:16 AM
    it's the mightiest of workarounds, for a hardware limitation
    kek 1
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    Still mad the RDNA3 bug for TotK and BotW just appears to be an application blacklist
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    GoldenX86_64 8/28/2023 1:28 AM
    don't incite the ire of vik here
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    I can only hope it was a temporary fix until the next big release
    1:33 AM
    Meanwhile Ryujinx and Cemu users are suffering
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    Moonlacer
    Still mad the RDNA3 bug for TotK and BotW just appears to be an application blacklist
    What bug?
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    Artifacting lines
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    Oh right
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    There are issues opened somewhere
    1:44 AM
    Simply running the yuzu.exe with RenderDoc makes the bug present itself
    1:44 AM
    So I seriously think it's just a blacklist, but I could be wrong
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    Cemu also has the bug?
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    Yeah, though I think it's ever so slightly different
    1:45 AM
    Already asked Exzap about it
    1:46 AM
    He advised I make sure accurate barriers were turned on in their debug settings, but the issue remained either way (It was on by default) (edited)
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    Hmn there are some bigs with wireframe in RDNA2
    1:49 AM
    And most AMD
    1:49 AM
    I had seen one the other day in one of this anime like games
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    Similar thing to what Sword/Shield were showing for a while?
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    Yeah
    1:51 AM
    The way we solve the issue in Sword/Shield was a workaround to a driver bug.
    1:51 AM
    We had to pretty much reorder some instructions because the amd shader compiler is dumb at finding dependancies.
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    Blinkhawk
    The way we solve the issue in Sword/Shield was a workaround to a driver bug.
    Has anyone tested to see if it was fixed on recent drivers?
    1:52 AM
    And as always, I assume RADV didn't have the issue?
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    Nope, they don't. They use a different shader compiler
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    • I added custom loaders for coil to generalize the game cover loading process. This also makes async cover loading a lot more consistent and a little faster.
    • There's new loading animations for startup and shutdown. This eliminates the shader loading dialog and combines it into prettier UI
    !loading !shuttingdown ...
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    This version allows to disable WGI however I had to disable it with cmake flags since we can't use that feature yet on some systems until they update to 2.28.2. This mainly solves crashes when opening yuzu with specific controllers. Depends on https://github.com/yuzu-emu/ext-windows-bin/pull/47
    • Fixed Xbox controller trigger motion events on Windows
    • Fixed Xbox controller rumble in the background on Windows
    • Fixed 8BitDo gamepad mapping when in XInput mode on Linux
    • Fixed controller...
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    I wish users would tell me the first version that stopped working when reporting a regression
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    Affected Build(s)

    Mainline 1507

    Description of Issue

    There is a stage in the game when I have to type a name. The game froze after name input and there is no way to get around it.

    Expected Behavior

    The game froze after name input

    Reproduction Steps

    The game froze after name input

    Log File

    [1219.930771] HW.Memory core\memory.cpp:operator ():680: Unmapped Read32 @ 0x000000000000011...
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    Pharynx
    I wish users would tell me the first version that stopped working when reporting a regression
    SleepingSnake 8/28/2023 9:02 AM
    That would require effort
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    Fixes grabbing the wrong index here, which leads to crashing in various games that use this, including TotK.
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    GitHub
    Click to see attachment 🖼️
    Finally I can emulate Kirby games with peace of mind!
    9:39 AM
    I got crashes due to that error on two different true final bosses.
    9:41 AM
    Btw - do draft PRs with mainline-merge/early-access-merge get merged into respective builds?
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    GitHub
    Click to see attachment 🖼️
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    v1993
    Btw - do draft PRs with mainline-merge/early-access-merge get merged into respective builds?
    iirc draft prs are recentish feature so unless the ci checks for github.event.pull_request.draft specifically it should get merged, which I dont believe it does https://github.com/yuzu-emu/yuzu/blob/master/.ci/templates/merge.yml (edited)
    👍 1
    3:52 PM

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    Affected Build(s)

    Mainline 1540 / Early Access 3841

    Description of Issue

    Both games Bayonetta 3 and Super Mario 3D All-Stars, cannot start when the games are in .XCI format that include the game+updates on the same file and this updates are actives on the game properties. If the updates are set to inactives on the game properties, the .XCI games do start This has been tested with manually cre...
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    Tyoically need to lock comments to collaborators after closing an issue for that @SleepingSnake
    👍 1
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    Build Notification BOT 8/28/2023 11:15 PM
    Build #20230828.1 part of pipeline yuzu patreon stage1 was manually stopped.
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    What feature are you suggesting?

    Support for external controllers on android platform works well, but we can't config external controller's button in yuzu's settings now. The ABXY buttons has two popular layouts, known as xbox and switch layout, the positions of AB and XY are opposite !image ![image...
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    GoldenX86_64 8/29/2023 3:43 AM
    2 days left, if you add 2 more PRs, byte writes the skyline section
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    GoldenX86_64
    2 days left, if you add 2 more PRs, byte writes the skyline section
    wut
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    GoldenX86_64 8/29/2023 3:51 AM
    there's a tradition that devs open PRs at the end of the month to kill me
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    GoldenX86_64 8/29/2023 3:51 AM
    please don't be like that
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    i'll rebase my gamemode pr by tomorrow, someone review it before the end of the month ty
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    GoldenX86_64
    please don't be like that
    Welllllllllllllllllllllllllllll
    3:54 AM
    Assuming that I don't get more reviews, then I won't post too many more
    3:54 AM
    I'm blocked pretty hard by the settings rework
    3:56 AM
    The plan is settings rework -> Per-game settings -> Game Properties -> More options for game list -> Favorites in game list
    3:57 AM
    Somewhere in there I'll migrate all shared prefs to config.ini
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    Narr the Reg 8/29/2023 4:05 AM
    I still need to make a PR Worth to be mentioned
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    Added a view action to the emulation activity so that you can launch games in yuzu from other apps like Daijishō Demo - !daijishobruh
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    Didn't think I'd see the file name there lol
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    Affected Build(s)

    Early Access 3843

    Description of Issue

    The textures keep glitching https://github.com/yuzu-emu/yuzu/assets/139455645/f7af9750-5171-41c7-beda-d117e17613c6

    Expected Behavior

    The textures are supposed to work without any glitches

    Reproduction Steps

    Play RDR with Vulkan and GPU accuracy set to Normal. You'll see that the textures flicker.

    Log File

    [yuzu_log.tx...
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    Build Notification BOT 8/29/2023 1:28 PM
    Build #20230829.2 part of pipeline yuzu patreon stage1 was manually stopped.
    1:28 PM
    Build #20230829.3 part of pipeline yuzu patreon stage1 was manually stopped.
    1:29 PM
    Build #20230829.4 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    EA 3840

    Description of Issue

    Sea of stars boots and then freezes and initial screen.

    Expected Behavior

    Game continues.

    Reproduction Steps

    Start Sea of Stars (full game, demo doesnt have this issue )

    Log File

    yuzu_log.txt

    System Configuration

    CPU: 6800U GPU/Driver: 680M RAM: 32GB O...
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    After launching any game, an associated app shortcut is added to the launcher. You can long press the app icon and add any of these generated shortcuts to your home screen. !shortcut
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    Oooh, nice
    ❤️ 5
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    What feature are you suggesting?

    苹果ios一直都没有啊 希望支持

    Why would this feature be useful?

    苹果iOS版
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    GitHub
    Click to see attachment 🖼️
    @Pharynx you forgot to use the translator xD
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    I intentionally didn't use it actually
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    Affected Build(s)

    Mainline 1542

    Description of Issue

    Mlb The Show 23 Crashes Using Vulkan Api On Nvidia Cards

    Expected Behavior

    Game Working Without Crashing

    Reproduction Steps

    Playing A Game

    Log File

    yuzu_log.txt

    System Configuration

    CPU:I5-10500h GPU/Driver: Gtx 1660ti(Mobile) RAM: 16 GB OS: Windows 10 22...
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    Ex-Ex...
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    They keep messing up Opus functions
    5:38 PM
    DecodeInterleaved DecodeInterleavedForMultiStream DecodeInterleavedOld DecodeInterleavedWithPerfOld DecodeInterleavedWithPerfAndResetOld DecodeInterleavedForMultiStreamOld DecodeInterleavedForMultiStreamWithPerfOld DecodeInterleavedForMultiStreamWithPerfAndResetOld They messed it up so many times lol
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    Lol, did they seriously keep using all of them?
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    Narr the Reg 8/30/2023 5:53 PM
    They probably can't remove it because they will break games
    5:54 PM
    HID also has it's good chunks of deprecated functions
    5:54 PM
    They had xinput support and was removed completely
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    Yeah once they add stuff they can't remove it, otherwise old games using those things will stop working. (edited)
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    well, they can remove stuff that was never exposed to games
    6:15 PM
    (and have, many times)
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    are github webhooks broken?
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    flTobi
    are github webhooks broken?
    wdym?
    6:20 PM
    oh, the CI job didn't start
    6:21 PM
    maybe, give it like 5 more minutes (edited)
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    i mainly meant because of the discord notifications lol
    6:30 PM
    but good to know
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    Maide
    Yeah once they add stuff they can't remove it, otherwise old games using those things will stop working. (edited)
    I know that, but did they at least stop using them?
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    Previously the game content installer would run on the main thread and lock up the app. This corrects that behavior.
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    Affected Build(s)

    1498 flatpak

    Description of Issue

    Playing TOTK 1.2.0, attacking tree's with spear, lightning strikes, about a second later, game crashes, citing above error.

    Expected Behavior

    Game should not crash at this point, citing audio error.

    Reproduction Steps

    Might be flatpak specific but I doubt it so reproduction steps would be to install yuzu 1498, load TOTK 1.2.0. Not sure...
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    Affected Build(s)

    Early Access 3840 (and newer)

    Description of Issue

    Bayonetta 3 is crashing following early access version 3840 and onwards. RoT, Prologue playable up until second playable verse (following CMW cutscene). All other chapters crash. Relaunching Bayonetta 3 with disk shader cache enabled following initial crash/disk shader cache building leads to game crashing on launch. Deleti...
    💀 1
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    @Blinkhawk ^
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    Uhm weird
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    indicated version is the first that has the bayonetta PR merged
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    Which one?
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    3840
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    The textureGradient 3D?
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    That shouldn't cause it to crash
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    hmm " Deleting disk shader cache files allows game to launch up until situation described in first paragraph."
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    Yeah that sounds like a shader issue
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    it's probably spirv to nir complaining about something
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    Pharynx
    it's probably spirv to nir complaining about something
    Spir-v to Nir? It's not RADV. It's AMDVLK
    1:17 PM
    AMDVLK does not use nir, they use llvm
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    oh, windows, dur
    1:18 PM
    I misread rdna3 as radv
    kek 1
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    It must be RDNA3 specific or it's something in the game update. (I have not tested bayonetta 3 updated)
    deepfried 1
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    Affected Build(s)

    All Yuzu versions with FSR like EA 3851

    Description of Issue

    FSR's sharpening level modifier is disabled in game.

    Expected Behavior

    This should allow you to change the modifier in real time, including its quality.

    Reproduction Steps

    Fire up the game and play with FSR.

    Log File

    ![image](https://github.com/yuzu-emu/yuzu/assets/11653030/5bbe6ec5-3679-4be1-bc8b-1d2b7...
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    Affected Build(s)

    Early Access 3851

    Description of Issue

    The game has been crashing more frequently since the latest update Early Access 3851.

    Expected Behavior

    The game should work normally, as it does in non-Early Access versions.

    Reproduction Steps

    Turn on the game

    Log File

    yuzu_log.txt

    System Configuration

    ...
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    Blinkhawk
    It must be RDNA3 specific or it's something in the game update. (I have not tested bayonetta 3 updated)
    I'm going to dump it tonight
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    StateFlows are the Kotlin standard way of updating UI state and have extra features that we could take advantage of in the future.
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    Affected Build(s)

    EA-3747

    Description of Issue

    I already (tried to) report this in the offending PR (here (marked as spam) and here) but I was ignored so I though that it's already being tracked internally. More than a month has passed and the performance sti...
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    Narr the Reg 9/1/2023 2:16 AM
    Official article PR list is closed now
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    SleepingSnake 9/1/2023 3:03 AM
    Hallelujah lol
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    ❤️
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    GitHub BOT 9/1/2023 4:00 PM
    Currently the ADSP is really just the audio renderer in disguise, because that's the only app implemented. This change just moves the AudioRenderer to its own thing inside the ADSP, and makes it easier to add other apps in future. Shouldn't be any functional changes here.
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    GitHub BOT 9/1/2023 4:51 PM

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    Affected Build(s)

    yuzu 1544

    Description of Issue

    !1 !2 Graphical glitches occurring, mainly on the ground and trees. Bushes are see-through.

    Expected Behavior

    ![nintendo](https://github.com/yuzu-emu/yuzu/assets/...
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    GitHub BOT 9/2/2023 5:33 AM

    Is there an existing issue for this?

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    Affected Build(s)

    YU1538

    Description of Issue

    Graphic glitches in Red Dead Redemption skybox clouds and texture disappearance in resolutions 0.75 and 0.50 on Intel graphics only. !image

    Expected Behavior

    It should show the clouds correctly and without glitches.

    Reproduction Steps

    [01007820196A6...
    intel 1
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    GoldenX86_64 9/2/2023 5:39 AM
    shintel moment
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    GitHub BOT 9/2/2023 6:03 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Once every 3 months, 6 months, or 1 year, release a Yuzu compatible with Windows 7. A schedule this infrequent should be a reasonable compromise with Windows 7 users. It's much lower-maintenance for Yuzu devs than the current Windows schedule, doesn't necessitate further or general Windows 7 support, and may not require more than a Qt5 build with backwards-incompatible...
    💀 6
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    Solution: Upgrade to an OS of this decade (edited)
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    3FPS TotK, anyone?
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    GoldenX86_64 9/2/2023 7:06 AM
    LOL
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    How about 1 in 10 years release for AmigaOS?
    7:46 AM
    Whose final release was, funnily enough, in 2021
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    GitHub BOT 9/2/2023 3:45 PM
    This should fix a rare shutdown deadlock on platforms using libc++ (Apple and Android).
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    GitHub
    Click to see attachment 🖼️
    I'm fine doing this for pre AVX CPUs
    4:31 PM
    So we could just compile yuzu with AVX-2
    smug 4
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    GoldenX86_64 9/2/2023 4:57 PM
    at least modern celerons support avx2
    4:57 PM
    it only took intel a decade and being stomped by amd 3 times in a row
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    amd wasn't doing any stomping from 2008-2017
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    GoldenX86_64 9/2/2023 5:05 PM
    but they did from zen2 to zen4
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    AVX != AVX2 though, there's a big gap there.
    5:30 PM
    alder lake celerons have avx2
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    Or we could just make AVX-2 base and make the bot build SSE 2 mainline builds every 10 days or so.
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    or not do any of that because you would have a better experience playing games on your switch than trying to make your 13-year-old core i3 with 4gb of ram do it
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    Pharynx
    or not do any of that because you would have a better experience playing games on your switch than trying to make your 13-year-old core i3 with 4gb of ram do it
    The issue is that pentium CPUs of 3 years ago don't have AVX
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    Build Notification BOT 9/2/2023 6:42 PM
    Build #20230902.3 part of pipeline yuzu patreon stage1 was manually stopped.
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    Build Notification BOT 9/2/2023 6:43 PM
    Build #20230902.4 part of pipeline yuzu patreon stage1 was manually stopped.
    6:43 PM
    Build #20230902.5 part of pipeline yuzu patreon stage1 was manually stopped.
    6:44 PM
    Build #20230902.6 part of pipeline yuzu patreon stage1 was manually stopped.
    6:44 PM
    Build #20230902.7 part of pipeline yuzu patreon stage1 was manually stopped.
    6:44 PM
    Build #20230902.8 part of pipeline yuzu patreon stage1 was manually stopped.
    🛑 1
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    Blinkhawk
    The issue is that pentium CPUs of 3 years ago don't have AVX
    GoldenX86_64 9/2/2023 7:11 PM
    we could just say something like "we're not responsible for the user's bad financial decisions"
    7:12 PM
    the athlon 200ge from zen1 had avx2 kek
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    X86 emus don't have avx
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    GoldenX86_64 9/2/2023 8:35 PM
    go neon
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    GitHub BOT 9/2/2023 8:56 PM
    Fixes Pikmin 4 crashing on recent versions of Mesa (probably, debug builds have a NIR validation failure in the same shader that I couldn't get past, even on versions predating when they added the check for this SPIR-V validation issue). Khronos removed (!) the ability to declare an OpTypeSampledImage for images with the Buffer dim declaration in SPIR-V 1.6. There appear to be no public notes for why they removed it completely instead of just marking it as a deprecation, and this removal m...
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    GitHub BOT 9/2/2023 9:28 PM
    This fixes a NIR validation error that is not yet added as a SPIR-V validation error. The spec says:
    The Image Format of an OpTypeImage declaration must not be Unknown, for variables which are used for OpAtomic* operations.
    Since the image's sampled type is set to u32x1, the result on most(?) drivers with the previous is that the atomic will be performed as a 32-bit op...
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    This improves the responsiveness of the dialog when dumping for games like SSBU which only have a single file in their romfs.
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    GoldenX86_64
    go neon
    It's very painful
    11:28 PM
    No scratch regs
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    Ok, but can I run yuzu on Cassia?
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    GitHub BOT 9/3/2023 6:11 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1530 and newer

    Description of Issue

    This PR Introduced the issue !image

    Expected Behavior

    !image

    Reproduction Steps

    Start Mario ...
    Avatar
    GitHub BOT 9/3/2023 8:58 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    It would be good if its possible to hide DLC/Updates (nsp-files) in the overview screen when there in the same folder as the "main" game file, like the screenshot: !yuzu

    Why would this feature be useful?

    better overview of the games
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Canary 3560+

    Description of Issue

    Perm black screen after char select no matter what I try (ogl/vk, single/multi core, etc.). Just spams this stuff forever. [ 43.936195] HW.Memory core\memory.cpp:operator ():719: Unmapped Write64 @ 0x0000000000672D38 = 0x0000000000000000 [ 43.936204] HW.Memory core\memory.cpp:operator ():719: Unmapped Write64 @ 0x0000000000672D40 = 0x000000000...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    yuzu(extra), yuzu-mainline-git(AUR)

    Description of Issue

    Whenever the ~/user folder is created and yuzu is launched, it uses ~/user folder for data rather than ~/.local/share/yuzu. I have to think this is a bug from the Windows build relating to: https://www.reddit.com/r/yuzu/comments/betu10/comment/el8y2e4/?utm_source=share&utm_medium=web2x&context=3; is there any way I get aroun...
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    GitHub
    Click to see attachment 🖼️
    __fastcall 9/4/2023 1:21 AM
    Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
    1:22 AM
    if it's an installed package ran from the shell or from most application launchers the cwd will be ~ by default (edited)
    Avatar
    GitHub BOT 9/4/2023 1:30 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1546

    Description of Issue

    When I hit the OK button, yuzu crashes. The Cancel button does not crash yuzu. !image

    Expected Behavior

    Should not happend.

    Reproduction Steps

    • Open the menu Emulation -> Configure
    • Click on the Controls tab
    • Modify a button (for example, change b...
    Avatar
    GitHub BOT 9/4/2023 6:52 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I see that the emulator is constantly interacting with the hard drive, maybe it's better to do it a few times if the chunks of things are small, and to use the hard drive less often. I don't have much knowledge about the emulator, but I know that it constantly uses my hard drive. RAM is cheaper and faster, maybe you can reserve a small array for data. ### Why would this ...
    Avatar
    They don't really have anyone to blame but themselves for having a folder called user in home directory tbh, although I do wonder what would be the best way to solve this
    12:54 PM
    Add a compile-time toggle to disable portable mode?
    Avatar
    GitHub BOT 9/4/2023 1:51 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    every version

    Description of Issue

    when i run tears of the kingdom ,it interrupted

    Expected Behavior

    在3080的显卡上面可以运行

    Reproduction Steps

    open yuzu, start tears of the kingdom then it errors

    Log File

    [ 0.428399] Input input_common\drivers\udp_client.cpp:UDPClient:139: Udp Initialization started [ 0.428426] Input input_common\drivers\udp_client.cpp:StartComm...
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    Avatar
    v1993
    Add a compile-time toggle to disable portable mode?
    __fastcall 9/4/2023 3:12 PM
    I think so, no one installing from a package manager will want to use portable mode anyway
    3:17 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1546

    Description of Issue

    Trisquel GNU/Linux supports OpenGL, but not Vulkan. Yuzu does not require Vulkcan to open the games. However, didn't Yuzu requires Vulkan to configure Controls (it didn't require this before): From the log file: ``` [ 0.319698] Render.Vulkan video_core/vulkan_common/vulk...
    Avatar
    GitHub BOT 9/4/2023 3:39 PM

    Issue

    https://github.com/yuzu-emu/yuzu says: yuzu is the world's most popular, open-source, Nintendo Switch emulator — started by the creators of Citra. Let's break it down:
    • worlds -- Very few Nintendo Switch currently exists. As far as I know, only Ryujinx, and Yuzu, exists for desktop OSes.
    • open-source -- your project is distributed under a free software license. The section "Practical Difference...
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    ganoo slash linucks
    3:52 PM
    wait really? come on stallman
    3:52 PM
    The term “creator” as applied to authors implicitly compares them to a deity
    Avatar
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 9/4/2023 3:53 PM
    DogeKek
    Avatar
    __fastcall 9/4/2023 3:54 PM
    average linux fan
    Avatar
    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 9/4/2023 3:54 PM
    Congrats on the deity status everyone
    Avatar
    pay tribute by sending staff feet pics
    mythrafeet 2
    footish 1
    4:06 PM
    That's my take
    Avatar
    GitHub BOT 9/4/2023 5:47 PM
    yuzu checks for a user folder in the current working directory on non-windows and non-android platforms. At least on linux, the CWD will default to ~ if ran through an application launcher, and a folder at ~/user will enable portable mode. As installations with a package manager will not make use of portable mode, we should expose a compile time option to allow package maintainers disable this undesirable behavior. closes #11441
    Avatar
    __fastcall 9/4/2023 6:27 PM
    can someone rerun the msvc build? seemingly failed on something has nothing to do with the pr ^
    Avatar
    Cmake 😔
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Yuzu currently supports LDN for local wireless netplay over the Internet, which is fantastic. Yuzu also supports offline multiplayer as well, especially for games that utilize just one console for its multiplayer. There are games that do not support any type of networked multiplayer functionality that would benefit from having the ability to play with other people over...
    Avatar
    parsec
    11:35 PM
    </issue>
    Avatar
    agreed
    11:39 PM
    you can argue with the user this time :p
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    1546

    Description of Issue

    I'm not too far into the game. Just met the kid and was exploring the city by the hotel when Yuzu locked up. Had to force quit This is my first time really using this emulator so I'll add to this for any future crashes

    Expected Behavior

    Not crash :)

    Reproduction Steps

    idk was running around in an intersection 🤷

    Log File

    [yuzu_lo...
    Avatar
    Love the diversity in the complexity of reports
    Avatar
    it's a "bog standard" device loss
    11:51 PM
    shit's impossible to track down because driver tooling is fucking useless
    kek 2
    Avatar
    Some people report in way too much detail which is good, but some are just like "IDK, it brokey. IDK, what is log, specs, and OS?" (edited)
    Avatar
    The VSync combobox wouldn't populate if there was no Vulkan device, which caused issues with trying to set VSync on other backends. This also adds another layer to GetCurrentGraphicsBackend to check for broken Vulkan and return OpenGL instead of Vulkan. Closes #11445
    Avatar
    hmm, tomorrow's mainline might fail because of this qt bullshit
    Avatar
    i feel like i missed something about qt
    2:16 AM
    oh i see
    Avatar
    GitHub BOT 9/5/2023 7:21 AM
    For some reason we had 8 default mii. Latest firmware only has 6. This fixes mob smash. Since this game was sensitive to these values I decided to use the correct mii name as well. This was verified with homebrew. Thanks to byte for debugging.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early Access 3855

    Description of Issue

    With vulkan the game periodically crashes on loading screens when i changing location and even with autosaves enabled i'm still losing progress. I also installed fan-translation on the game if that helps to solve my problem

    Expected Behavior

    The game should go through loading screen without crash

    Reproduction Steps

    Start the games...
    Avatar
    GitHub BOT 9/5/2023 1:22 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1543, 1546, probably more

    Description of Issue

    Character animations appear to play at a lower framerate than the game itself, and are oddly jittery. Shadow effects are also glitchy, with horses for example looking as if they have "pockets" cut out on their butts. The shadow issue is more visible when using the 2x scaling option.

    Expected Behavior

    Character animation...
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    GitHub BOT 9/5/2023 2:06 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    N/A

    Description of Issue

    I do not have permission to update the wiki, so I am asking someone who does! 1. On Mario Strikers - https://github.com/yuzu-emu/yuzu/wiki/switch-mods#mario-strikers-battle-league
    • No Intro/Credits bypass mod WRONG LINK
    FIX: https://github.com/piplup55/switch-mods-cheats/blob/master/Mario%20Strikers%20Battle%20League/cutscene%20skip.7z?raw=tr...
    Avatar
    GitHub BOT 9/6/2023 5:29 AM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    My recommendation is to add an update manager like Ryujinx (let's be honest), or as with mods, if we can manage our mods, why can't we manage updates?

    Why would this feature be useful?

    It would be much neater and more intuitive for an emulator of this size. It would be much neater and more intuitive for an emulator of this size, it would be much more practical.
    Avatar
    GitHub BOT 9/6/2023 5:37 AM
    Instead of validating NCAs on the fly (by using the signature and root hashes), we can use the names of the NCAs to perform some lighter validation. Skipping integrity verification during game operation is slightly faster and avoids requiring a buffer cache implementation for the NCA storages.
    Avatar
    GitHub BOT 9/6/2023 6:54 AM

    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 451ba9dfd

    Description of Issue

    Yuzu Android 62 build is crashing when I set the accuracy level to High in every game. Qcom drivers have no issue with this and it seems to happen only when I use turnip drivers.

    Expected Behavior

    Emulator shouldn't crash when selecting Accuracy Level to High or Extreme on turnip drivers.

    Reproduction Steps

    Select Turnip driver...
    Avatar
    Build Notification BOT 9/6/2023 1:13 PM
    Build #20230906.1 part of pipeline yuzu patreon stage1 was manually stopped.
    1:13 PM
    Build #20230906.2 part of pipeline yuzu patreon stage1 was manually stopped.
    1:14 PM
    Build #20230906.3 part of pipeline yuzu patreon stage1 was manually stopped.
    Avatar
    Build Notification BOT 9/6/2023 2:37 PM
    Build #20230906.1 part of pipeline yuzu patreon stage2 failed.
    Avatar
    Build Notification BOT 9/6/2023 3:22 PM
    Build #20230906.1 part of pipeline yuzu patreon stage2 failed.
    Avatar
    GitHub BOT 9/6/2023 3:26 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3856

    Description of Issue

    During video playback in Ken Follet's Pillars of the Earth, the following artefacts are seen when using GPU Decoding. https://github.com/yuzu-emu/yuzu/assets/136824455/f3c2d9ea-d863-4829-99d6-e16b2ed90743 Also when using CPU Rendering, the playback is somewhat stuttery compared to a real Switch. https://github.com/yuzu-emu/yuzu/assets/136824455/2...
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    GitHub BOT 9/6/2023 9:12 PM
    Since we recently had problems with some unimplemented hwopus functions, I decided to RE it and do a reimplementation. This PR moves the main Opus processing over to the ADSP, and also implements all the remaining functions that we don't currently have. Please test with any games using Opus. Ones I know of include MLB The Show 22/23, Touhou, Pokemon Quest, Pokemon Let's Go Eevee! and Sea of Stars.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1549

    Description of Issue

    When playing Xenoblade Chronicles 2, if I use handheld mode my VRAM usage skyrockets. It is consistently higher than docked mode. On 1x resolution, it is playable, sitting around 6 GB of VRAM. On 2x resolution this increases significantly to exceed my GPU's 24 GB of available VRAM. GPU usage also maxes out, dropping my framerate to be below 1fps....
    Avatar
    dynamic res
    Avatar
    I think it caused by lib.nx graphic mod
    11:01 PM
    Probably ask him to test without mod
    Avatar
    GitHub BOT 9/7/2023 1:14 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    EA 3856

    Description of Issue

    During cutscenes, ambient background sounds like wind or others cut out, usually near the start of the scene. The problem happens both when triggering cutscenes in-game or via the event viewer. https://github.com/yuzu-emu/yuzu/assets/144349241/1303f901-24f9-4203-a287-87fb5219308a This seems to happen to almost every cutscene where background nois...
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    GitHub BOT 9/7/2023 3:54 PM

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    • [X] I have searched the existing issues

    Affected Build(s)

    1550

    Description of Issue

    Mario kart 8 is crashing at loading screen since update to 1550. Verified with friend that they are currently having the same issue. Last time I noticed it working properly was version 1546.

    Expected Behavior

    not crash or freeze.

    Reproduction Steps

    just loaded rom like normal

    Log File

    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/fil...
    Avatar
    GitHub BOT 9/7/2023 4:58 PM
    This mostly reverts #11451 as it broke mk8 due to mismatching mii count. Seems like the default mii was an array of 8 because it contains two base mii. Which are different from the default mii. This PR fixes both MK8 and SSBU by using the correct offset instead.
    Avatar
    GoldenX86_64 9/7/2023 6:22 PM
    triggered a mainline
    Avatar
    GitHub BOT 9/7/2023 8:07 PM
    Currently we set the command buffer to a new struct every time. A couple fields in the struct are only meant to be set by the DSP and not the host, but using a new struct for this each time is implicitly setting the command count to 0. If a command list takes too long to process on the DSP, it returns early before finishing completely, and in the next run it continues where it left off in the previous command buffer, instead of generating a new one. The DSP relies on the remaining command ...
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    GitHub BOT 9/8/2023 4:12 AM

    Is there an existing issue for this?

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    Affected Build(s)

    EA 3859

    Description of Issue

    The game flashes very rapidly. Likely enough to cause trouble for people with epilepsy.

    Expected Behavior

    The game should not flash rapidly.

    Reproduction Steps

    Start the game.

    Log File

    yuzu_log.txt [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/12555377/yu...
    Avatar
    GoldenX86_64 9/8/2023 4:13 AM
    that's a translation mod, before anyone gets funny ideas
    Avatar
    GitHub BOT 9/8/2023 6:25 AM
    After a small change I made in #11428 to decode, audio was cutting out in XC2, and causing some issues in other games as well. After a bunch of investigation, I found an issue with version 1 of data source commands trying to loop. Version 2 of the data source commands added more looping control, and the decode function was updated to use them. Instead of splitting the decode function into an old and new for both version, instead they just passed the v2 struct, and the v1 commands initiali...
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    GitHub BOT 9/8/2023 5:13 PM

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    Affected Build(s)

    Mainline 1552

    Description of Issue

    Certain areas where there's supposed to be a sun ray effect are broken. What I assume to be transparency or some sort of blending is instead simply replaced by black !b2_broken https://github.com/yuzu-emu/yuzu/assets/144477224/083597e2-98c4-4c61-a8...
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    GitHub BOT 9/8/2023 5:46 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1552

    Description of Issue

    Whenever compiling with clang, yuzu-mainline with fail to compile to do something triggering -Werror. It fails on the file src/core/internal_network/network.cpp.

    Expected Behavior

    For clang to compile the file

    Reproduction Steps

    ``` #/bin/bash git clone --recursive https://github.com/yuzu-emu/yuzu-mainline && mkdir build cmake ...
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    GitHub BOT 9/8/2023 8:26 PM
    The graphics debugging option on android is currently not very useful as validation layers are not available to the android app. So this PR adds a cmake option to automatically download the validation layers android binary from the vvl github and copy it to jniLibs directory. In addition I've removed support for VK_EXT_debug_report as newer versions of vvl implement VK_EXT_debug_utils. I have tested it on my Samsung Note 9 and validation works as expected.
    Avatar
    GitHub BOT 9/8/2023 9:30 PM
    https://github.com/yuzu-emu/yuzu/pull/10668 added a new path for binding vertex buffers, but without the fix of https://github.com/yuzu-emu/yuzu/pull/6688 which causes crashing in all games with older Bifrost Mali GPUs as these do not expose 32 vertex bindings (only 16). Applying this fix here as well allows games to boot as they did before.
    📱 6
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    GitHub BOT 9/9/2023 2:50 AM
    My system version of Qt6 is configured with Vulkan support and looks for the target Vulkan::Headers when included, which it will be able to find the system package for. But we want to use the newest version of Vulkan Headers from externals, and without changing the order of when externals are included, I get this: ``` CMake Error at externals/vcpkg/scripts/buildsystems/vcpkg.cmake:633 (_add_library): _add_library cannot create ALIAS target "Vulkan::Headers" because another target with...
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    Is there an existing issue for this?

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    Affected Build(s)

    1545

    Description of Issue

    In SM3DAS, after obtaining a grand star in the fountain or kitchen, the game crashes, right around the time Rosalina begins her line that comes before the prompt to save the game. I first started getting this issue consistently first in the fountain, so i skipped ahead on my actual switch, and then now its the same thing for the next dome. ### Expected B...
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    GitHub
    Click to see attachment 🖼️
    @__fastcall Probably should be the default on Linux too. AppImage has support for portable home mode on its own.
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    Pharynx
    The term “creator” as applied to authors implicitly compares them to a deity
    Except that yuzu is far better than real world 😛
    Avatar
    Build Notification BOT 9/10/2023 5:41 PM
    Build #20230910.2 part of pipeline yuzu patreon stage1 was manually stopped.
    5:41 PM
    Build #20230910.3 part of pipeline yuzu patreon stage1 was manually stopped.
    5:42 PM
    Build #20230910.4 part of pipeline yuzu patreon stage1 was manually stopped.
    5:43 PM
    Build #20230910.5 part of pipeline yuzu patreon stage1 was manually stopped.
    5:43 PM
    Build #20230910.6 part of pipeline yuzu patreon stage1 was manually stopped.
    🛑 2
    Avatar
    Debugging the texture or buffer cache is often difficult because certain resources are uploaded at specific points and then used in many subsequent frames. Capturing these specific frames in renderdoc is possible but cumbersome. This is my attempt at a solution to this problem. The PR uses the renderdoc C API and adds a hotkey to start/stop frame captures. This way multiple frames can be recorded and written into the same large capture. Then using the resource inspector the desired frame c...
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    Is there an existing issue for this?

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    Affected Build(s)

    Early Access 3862

    Description of Issue

    In certain games such as Fire Emblem Warriors: Three Hopes and Fire Emblem: Three Houses there are significant FPS drops when there is controller vibration played by the games. Not sure whether there is FPS drop due to vibrations in other games or just not as noticeable. I am currently using Pro Controller with direct driver over Bluetooth. T...
    thonking 1
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    @gidoly You've got the same specs as this guy
    Avatar
    I already know this issue
    10:58 PM
    It is caused by hd rumble
    Avatar

    Is there an existing issue for this?

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    Affected Build(s)

    Early Access 3862

    Description of Issue

    When playing Fire Emblem Warriors: Three Hopes with SDL original Nintendo Pro Controller, two scenarios with vibration can happen: 1) If starting this game immediately after launching yuzu, there is no vibration at all in the game. Otherwise the game works properly. See yuzu_log_1.txt attached below (multiple commands that should trigger v...
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    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Mainline 1546

    Description of Issue

    This may be somewhat related to issue #11162, but this is a very consistent issue from my part at least. I had a playing session with 2 friends on Mario Party Superstars at my place on Yuzu. 3 Switch Pro controllers were all connected and synced with a 8bitdo wireless usb adapter 2 for each controller, the controllers was in Switch mode and no...
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    AIR creates 2 different render targets at the same address, a 720p and a 1080p one. The 1080p one is created first, but never used beyond the first frame, only the 720p one. When we look for the present framebuffer image, we just take the very first one that matches. This is likely fine in 99.9% of situations where there will only be a single valid framebuffer image for a given CPU address, but in AIR's case it has 2. The 1080p image is created first, so when iterating through the map loo...
    ❤️ 2
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    GoldenX86_64 9/11/2023 2:35 AM
    those are good stories
    Avatar
    Would hate to be responsible for epilepsy related deaths
    Avatar
    The goal of these changes is to add database support. But the PR got too big so I decided to split it in two. This PR fixes incorrect names, reorganizes data and updates existing implementation to match better with my RE. This PR doesn't introduce anything new. I haven't heavily tested every single change so don't add it to EA until I have done some homebrew tests.
    prometheus 1
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    Narr the Reg 9/11/2023 7:08 AM
    I love it. 3k lines and no functionality change
    AnyaSparkle 3
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    lol I did that and broke audio
    7:14 AM
    Let's hope yours goes better
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    Narr the Reg 9/11/2023 7:19 AM
    The mii properties killed me. I'm pretty sure I made some mistakes but should be good for review
    7:25 AM
    The best part is that even after fully implementing the service users won't see a single change
    Avatar
    Those are the best changes
    7:27 AM
    You’ll be in the next progress report! kek
    Avatar
    Narr the Reg 9/11/2023 7:33 AM
    This is all for the mii applet. Spoiler alert it's still broken
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    Can Yuzu create a switch cracked LDN plugin that allows cracked handheld users to play games with Yuzu emulator users.

    Why would this feature be useful?

    After all, there are too few users for both Lanplay and Yuzu. If two user groups can be merged, more people will enjoy the fun brought by online games.
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Androd-v67

    Description of Issue

    The game crashes suddenly, it can happen at any time. I have a little X3 pro with 6GB of RAM and it didn't crash but on my little F4 with 8GB of RAM it crashes suddenly. I have seen on YouTube that the same thing happens to other users specifically on sd870 adreno 650

    Expected Behavior

    this shouldn't happen

    Reproduction Steps

    Just play ...
    10:24 PM

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Latest Mainline/EA (3862)

    Description of Issue

    Minecraft Legends boots and starts spamming bsd socket functions. It crashes shortly after.

    Expected Behavior

    No crashes.

    Reproduction Steps

    Boot the game.

    Log File

    Log: yuzu_log_mc_legends.txt Call stack: ![grafik](https://github.com/yu...
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    Is there an existing issue for this?

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    Affected Build(s)

    Mainline 1555 / Early Access 3863

    Description of Issue

    Unmapped reads/writes crash while playing specific worlds areas in Kirby and the Forgotten Land. Happens with no mods enabled.

    Expected Behavior

    No crash.

    Reproduction Steps

    World 6 Level 5 "The Beast Packs Final Stand" is an example: https://cdn.discordapp.com/attachments/400106910231035904/1150961610018521128/I...
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    Also fixes a dumb issue with how updates for multi-program applications were being installed that caused hash verification failure.
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    Issue

    Pikmin 4 has lighting issue that will not render lighting and flickers, or never render again after few second yuzu: https://github.com/yuzu-emu/yuzu/assets/66776795/d71b2d46-9444-4f89-b791-00b5de8f39a5 console: !chrome_CALmmjTjIq save: A.zip 2nd save slot should direct to those area
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    What feature are you suggesting?

    I couldn't find the option VSync Mode in my game configuration, currently using yuzu Early Access 3860. !yuzu Early Access 3860 09_12_2023 14_59_39 !Capture ### Why would this feature be use...
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    Add the ability to create a shortcut in Windows. Use ffmpeg to convert PNG to ICO, however you need to include ffmpeg.exe in the yuzu directory, or find another solution to convert. !print
    thonking 4
    Avatar

    Is there an existing issue for this?

    • [X] I have searched the existing issues

    Affected Build(s)

    Early access 3864

    Description of Issue

    bash $ yuzu terminate called after throwing an instance of 'std::out_of_range' what(): stoll [1] 47814 IOT instruction (core dumped) yuzu I tried to open yuzu from desktop but it crashed. Then I tried to launch it from the shell, and got the message above.

    Expected Behavior

    Yuzu should start normally and graphical ...
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    Build Notification BOT 9/13/2023 1:40 PM
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    Build #20230913.2 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    Early Access 3864

    Description of Issue

    All 3D rendering in Grandia2 is inverted top, bottom, left, and right. Both Vulkan and OpenGL, 3D images are inverted. Menus and movies display correctly. On Grandia1, all images are displayed correctly. Normal rendering is obtained on NVIDIA GPU in the same environment.

    Expected Behavior

    Non-inverted 3D rendering ...
    intel 2
    Avatar
    need someone to implement the viewport swizzle stuff
    Avatar
    Closes #11490 This began as the title states, but I also took time to forward-port any Settings improvements I've done in my quest to backport the Settings rework to Citra. Fixes occasional issues with the application crashing due to a type of an exception not being caught. Adds some float support to Settings and shared_widget. There's also apparently some changes in my local version of clang-format that I may have to revert.
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    Replace heap with a D-ary heap (with D=4). Also attempt to reduce sifting. Very mild testing. No profiling done.
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    Affected Build(s)

    EA 3867

    Description of Issue

    There's an in-game selection between Baten Kaitos 1 and 2. After selecting either of them, yuzu shows a launching screen as if it's starting a new game, then shows a black screen instead of what should be the loading screen for BK. Selection screen: ![0100f28018ca4000_2023-09-13_23-40-21-838](https://github.com/yuzu-emu/yuzu/assets/1453519/e142c0f0-...
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    What feature are you suggesting?

    The Android version has options to import user provided firmware and key files, and ideally this should be "backported" to the desktop version of yuzu as well.

    Why would this feature be useful?

    It would cut down on improper firmware and key installations, and bring in-line the updated experience from Android back to the desktop version. A nice usability quality of l...
    prometheus 4
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    Affected Build(s)

    android-v70

    Description of Issue

    There are some games like Rhapsody Marl Kingdom Chronicles or baten kaito hd remaster that come with two games and when you select one of them the emulator freezes

    Expected Behavior

    games can start correctly

    Reproduction Steps

    just play and select one of them

    Log File

    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/12605091/...
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    @Pharynx For this ^ it says execute_program_callback must be initialized by the frontend What does that process look like for Qt?
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    t895
    @Pharynx For this ^ it says execute_program_callback must be initialized by the frontend What does that process look like for Qt?
    am tells system that it's ready to execute a new program, and system calls the execute program callback with the new program id
    12:49 PM
    frontend then finds that program id, tears down the system instance, and boots the new one
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    Could you send me the file/line where that callback exists in Qt?
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    Build Notification BOT 9/14/2023 1:25 PM
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    @t895 also, in case it isn't clear: calling the execute program callback schedules executing the next program, it doesn't do it right away
    1:32 PM
    there is a message passing step
    1:32 PM
    the callback needs to return so that the system can shut down
    👍 1
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    Affected Build(s)

    Mainline 1558

    Description of Issue

    Broken graphics as the image shows !image

    Expected Behavior

    Not broken graphics

    Reproduction Steps

    Open the game, start playing, it can be seen on even the first custcene

    Log File

    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/1261...
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    Resolves a case on Windows where an unmounted bitlocker protected volume containing an assigned game directory would crash Yuzu at start. May also resolve cases where a disconnected SMB volume causes similar crashes (needs testing)
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    1. When looking for patches, we now print the filename of the module, so you don't have to guess. 2. Debug output is upgraded to info log, since it's useful when making patches. 3. Debugger is changed to not stop on notification-type exceptions unless the program is HBL, to match behavior of dmnt.gen2 as best as possible (we don't have override/takeover, so we could never know exactly, but this should be close enough).
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    Affected Build(s)

    Mainline 1558

    Description of Issue

    When you do a critical attack at the last life it should be a red effect and a zoom for it but when it happens the games just crashes without no further information.

    Expected Behavior

    I guess that it happens because of my hardware but i don't know really.

    Reproduction Steps

    Just play a normal smash till one player reach 1 life left an...
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    Affected Build(s)

    1456

    Description of Issue

    Yuzu crashed when attempting to load the game

    Expected Behavior

    Load

    Reproduction Steps

    Try loading

    Log File

    yuzu_log.txt.old.txt

    System Configuration

    DxDiag.txt
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    Fixes issue where the shortcut icon would appear cropped on certain devices
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    When trying to avoid closing the emulation activity if there was a message that needed to be displayed (Ex. Invalid ROM), I accidentally prevented the emulation activity from getting the right message by running the OnEmulationStopped callback after the m_load_result state was reset. This behavior is corrected now.
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    Build Notification BOT 9/15/2023 3:22 AM
    Build #20230915.2 part of pipeline yuzu patreon stage2 was manually stopped.
    3:23 AM
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    Build #20230915.4 part of pipeline yuzu patreon stage1 was manually stopped.
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    Affected Build(s)

    Mainline 1555

    Description of Issue

    1) When installing a new update or DLC, the status massage said that "1 file was overwritten" in the latest revisions, despite the update wasn't installed before. In mainline 1510 the same massage was saying "1 file was newly installed" which was correct. 2) After "Removing all installed content" was used, the first massage says "Successfully re...
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    What feature are you suggesting?

    Adding the same percentege value near the Z-Triggers sliders (as it was already done for the right and left sticks). !Screenshot from 2023-09-15 15-14-29

    Why would this feature be useful?

    A think adding a numerical value would help to make the triggers' customization more a...
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    Affected Build(s)

    Mainline Build - 0bc00c1e7

    Description of Issue

    no matter what language selected the game show English

    Expected Behavior

    show selected language (eg: japanese/ chinese)

    Reproduction Steps

    select language other than english when u first start the game

    Log File

      System Configuration

      CPU:- GPU/Driver:- RAM:- OS:-
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      Affected Build(s)

      bda8a0042

      Description of Issue

      The emulated touchscreen in Yuzu android is off-calibration. Pointer and character controls for games that use the touchscreen are offset to the right https://youtu.be/Zx5JuXLTE1g?si=-kTEsQODxlt3mCaR

      Expected Behavior

      Pointer should resolve to where the finger is currently on the screen

      Reproduction Steps

      1. Open a game that uses the t...
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      Affected Build(s)

      bda8a0042

      Description of Issue

      The game crashes shortly into the loading screen https://youtu.be/SEVt-EbjxAw?si=47MpOekPn5BA4d-_

      Expected Behavior

      Game shouldn't crash

      Reproduction Steps

      1. Use latest version of yuzu 2. Launch game 3. Game is at loading screen but crashes shortly after Note: I checked the repo before for similar issue and I found one however I'...
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      Affected Build(s)

      Yuzu Site

      Description of Issue

      basically , i deleted my citra account , cause my pfp was not updating no matter what, and i made another account , and i was like "ok time to get my token" , went to get my token , and the site said this error : Error. There was an error processing your request. Please try again later. , there isnt any error codes for this.

      Expected Behavior

      ...
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      Affected Build(s)

      Mainline Build - 0bc00c1e7

      Description of Issue

      no matter what language selected the game show English

      Expected Behavior

      show selected language (eg: japanese/ chinese)

      Reproduction Steps

      select language other than english when u first start the game

      Log File

      [ yuzu_log.txt ](url) ### System Config...
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      Issue

      Unfortunately Yuzu does not extract all the files from RDR1, it only extracts a part. The internal structure of the game, for example, has a folder called "0" that contains the game executable that can be edited with IDA Pro, for example.
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      This function was bound to crash every time. Fix the behavior so it actually sucedes when formatting the tag.
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      Implement get last active Npad since the stub was causing issues with controllers not being detected. Removes deprecated field from the Npad struct since this will never be used anymore. And lastly we had a nasty bug where the controller could be connected but not supported. So double check both the emulated and the service are connected if not try to fix it.
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      AppletResource should be actually shared between hid services. Someone put // We already do this for homebrew so we can just stub it out well this is a lie so in this PR we actually implement this function.
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      Build Notification BOT 9/16/2023 3:41 PM
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      3:42 PM
      Build #20230916.3 part of pipeline yuzu patreon stage1 was manually stopped.
      3:42 PM
      Build #20230916.4 part of pipeline yuzu patreon stage1 was manually stopped.
      3:42 PM
      Build #20230916.5 part of pipeline yuzu patreon stage1 was manually stopped.
      3:43 PM
      Build #20230916.6 part of pipeline yuzu patreon stage1 was manually stopped.
      3:43 PM
      Build #20230916.7 part of pipeline yuzu patreon stage1 was manually stopped.
      3:46 PM
      Build #20230916.8 part of pipeline yuzu patreon stage1 failed.
      5:12 PM
      Need to give this guy the janitor role
      Avatar
      Fixes a bug with time estimation and the dropping of voices. In New Super Marios Bros U's final level, the music can randomly cut out, which happens due to the music getting dropped when the command buffer goes over its time estimate with too many commands. NSMBU has a specific case where it runs into situations needing to drop some voices, but not drop so many that it gets to the music track. The starting point for time estimation is meant to begin after voice generation rather than bef...
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      Before the viewLifecycleOwner wasn't ready and would cause a crash
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      Users have pointed out that during shader compilation in game (on devices that aren't using Adreno), games can crash unless they go through that game segment at a slower speed. This indicated a problem with using different amounts of workers between each device type. Fix provided by @liamwhite
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      Affected Build(s)

      All

      Description of Issue

      When trying to use Autobuild, freezes with error: ``` [ 42.684588] Debug core/hle/service/filesystem/fsp_srv.cpp:operator():899: Assertion Failed! [ 42.687244] Service.FS core/hle/service/filesystem/fsp_srv.cpp:OpenSaveDataInfoReaderOnlyCacheStorage:927: (STUBBED) called [ 42.687960] Core core/hle/service/hle_ipc.cpp:WriteBuffer:373: skip empty b...
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      Build Notification BOT 9/17/2023 2:43 PM
      Build #20230917.2 part of pipeline yuzu patreon stage1 was manually stopped.
      2:44 PM
      Build #20230917.3 part of pipeline yuzu patreon stage1 was manually stopped.
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      Mii service is now fully implemented with the exception of two system calls Import/Export that require encryption. With this change you can load your own mii in any game given you place the database file in %appdata%/yuzu/nand/system/save/8000000000000030/MiiDatabase.dat This implementation should be pretty accurate to the switch. As such dumping databases from console or even using one from Ryujinx should be fully compatible. This PR doesn't have Mii Applet support so there isn't any us...
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      Affected Build(s)

      mainline 1561

      Description of Issue

      everytime I enter a game or click at "open save data location" yuzu creats a new savefile folder.

      Expected Behavior

      yuzu will remember save file path.

      Reproduction Steps

      opening any game or after right click chose "open save data location"

      Log File

      file:///home/deck/.local/share/yuzu/log/yuzu_log.txt.old.txt file:///home/deck/....
      thonking 1
      6:16 PM
      …by checking Mip count is 1. It appears that previously the Extent3D Tileshift could apply to Mip 0 of 2D Textures in some cases, this is responsible for breaking Asterix and Obelix, the Recall animation in TOTK and an older version of the Tanslation pack for Tsukihime -A Piece of Blue Glass Moon. I'm open to someone with a better explanation for why these changes fix things, while not regressing TOTKs gloom. Fixes #11252 #10493 #10456
      👀 3
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      This is an OoB array access, causing a crash on at least the Linux Flatpak releases.
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      Affected Build(s)

      3873

      Description of Issue

      When Intel dropped their Alder Lake CPUs it had an issue in Yuzu for Smash Ultimate in particular. The frametimes/presentation was just bad on it. It was inconsistent, choppy, sometimes not smooth, and even sometimes it was sped up. I was told by a dev that it was due to the timing on the Alder Lake CPUs. I thought the issue was fixed around 3/8 of this y...
      thonking 1
      intel 1
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      Affected Build(s)

      1561

      Description of Issue

      1/3 of the screen looks weird

      Expected Behavior

      not like this i guess

      Reproduction Steps

      i opened the game for the first time today

      Log File

      !Captura de pantalla 2023-09-17 192233 ![Captura de pantalla 2023-09-17 193123](https://github.com/yuzu-emu...
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      Log file
      attaches screenshots
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      Robin map and robin set implemented, like Skyline, for more performance.
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      benchmarks provided: 0
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      He ran it in his head
      1:14 AM
      Source: "Trust me bro"
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      Guess i'll test later
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      I'll wait for the artifact
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      Hence later
      1:16 AM
      😛
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      It's stuck in build hell for now
      1:16 AM
      Mostly Clang
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      Take 1 hour and half most of time
      1:17 AM
      For msvc
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      Yeah
      1:18 AM
      Formatting failed though, so it's going to take even longer
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      You made him mad
      1:38 AM
      He is now communicating in source code
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      All I care about is numbers
      3:39 AM
      3:39 AM
      If the numbers don't lie, count me in
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      Affected Build(s)

      20230917

      Description of Issue

      Disney Illusion Island scren flicker when ingame. Using vulkan.

      Expected Behavior

      No screen flicker, as it works properly in ryujinx, hence not a PC issue.

      Reproduction Steps

      Use yuzu with vulkan at 1x and accuracy high, shading anything bilinear, nearest neighbour etc. Have already posted log file on discord but they are unable to help ...
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      Build Notification BOT 9/18/2023 1:32 PM
      Build #20230918.1 part of pipeline yuzu patreon stage1 was manually stopped.
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      Alternative to #11528 The If block in this change was causing some 2D textures to be treated as if their mip 0 was a 3D Slice, this could be ascertained as the same texture viewed from different distances would render fine, but then close up would look like a decoding failure. It also resulted in some 3D ASTC textures not being scaled appropriate leading to broken graphical effects such as the jagged TOTK recall animation being a circle, as the If block was only accepting the image bas...
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      It can be often observed in renderdoc that certain copies from the stream buffer will be performed while rendering, breaking the renderpass. This is expensive on mobile GPUs, especially on yuzu where renderpass break incurs a full pipeline barrier. So this PR adds a mechanism to track buffer usage throught the frame and if the buffer has not been used before the copy can be reordered into an upload command buffer that is executed before any rendering commands. Usage is any operation that r...
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      GitHub
      Click to see attachment 🖼️
      I know a project that includes "[ ] I understand the code I've changed" in its PR description template; maybe it's about time yuzu gets one too
      5:05 PM
      @gidoly Regarding https://github.com/yuzu-emu/yuzu/pull/11532#issuecomment-1723091338 Have you tried running the command error message tells you to? Because it looks exactly like you just didn't check out submodule introduced by that PR.
      5:05 PM
      Tbh git submodules are a massive PITA in general in practice
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      subrepo is probably better
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      A shame it's an extension rather than core functionality
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      well, you don't actually have to have the subrepo extension installed to clone a repo that is using them
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      How does it handle that?
      5:15 PM
      Surely not by including all subrepos into your tree?
      Avatar
      it does precisely that
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      abouvier BOT 9/18/2023 5:41 PM
      add every lib in vcpkg.json and lighten the repo!
      smug 1
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      v1993
      @gidoly Regarding https://github.com/yuzu-emu/yuzu/pull/11532#issuecomment-1723091338 Have you tried running the command error message tells you to? Because it looks exactly like you just didn't check out submodule introduced by that PR.
      Nevermind, CI fails there too. Looks like a faulty submodule URL, I've posted a suggestion with a fix.
      5:50 PM
      Convo marked as resolved, change not committed -_-
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      What feature are you suggesting?

      Hello, I was actually going to request a Controller Hotkey feature but found it just before opening an issue. However, now I found another issue - only the Home key on the DS5 controller is being accepted for me when I try to map it. I would love to map certain actions to other buttons too.

      Why would this feature be useful?

      So it's easier to activate and d...
      7:13 PM

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      Affected Build(s)

      1562

      Description of Issue

      D'ont start The settlers New Alliase

      Expected Behavior

      don't start

      Reproduction Steps

      hold on

      Log File

      yuzu_log-2.txt

      System Configuration

      CPU:AMD Ryzen Threadripper 2950X 16-Core Processor | AVX2 | FMA GPU/Driver: AMD 5700 RT RAM: 15GB OS: Windows 11 Version...
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      Affected Build(s)

      Mainline 1562

      Description of Issue

      In Miraculous: Rise of the Sphinx, textures seem to be kinda wrong. !0100d06015b58000_2023-09-18_22-54-19-503

      Expected Behavior

      proper rendering

      Reproduction Steps

      just run any version of the game. All levels I tested look that way - including ...
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      GitHub
      Click to see attachment 🖼️
      An entire service for age of calamity? Nepotism! /j
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      Now the FixedRatioSurfaceView will only engage when using PiP and Kotlin/C++ code was adjusted to properly update surface on every configuration change. This fixes touch input when starting emulation and then changing aspect ratio or orientation. Closes #11512
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      Build Notification BOT 9/19/2023 1:27 PM
      Build #20230919.2 part of pipeline yuzu patreon stage1 was manually stopped.
      1:27 PM
      Build #20230919.1 part of pipeline yuzu patreon stage1 was manually stopped.
      1:28 PM
      Build #20230919.3 part of pipeline yuzu patreon stage1 was manually stopped.
      1:28 PM
      Build #20230919.4 part of pipeline yuzu patreon stage1 was manually stopped.
      😌 1
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      Now you can import/export all user data via a zip file. Available in Home Settings > About > User Data !image
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      As in the comments, GPUs without rebar support have a very limited host/device heap size, which gets very full in a frame. This prevents RenderDoc from being able to open 2 captures at the same time, since if 200/256MB of the heap is full in a capture, opening a second then fails as the region is out of memory. RenderDoc cannot migrate or move allocations to other heaps, they have to be where they were originally.
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      Affected Build(s)

      Early Access 3880

      Description of Issue

      Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban! crashes on launch using Vulkan without displaying anything on screen.

      Expected Behavior

      Game should launch properly.

      Reproduction Steps

      Launch the game.

      Log File

      yuzu_log.txt

      System Configuration

      CPU: AMD ...
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      @epicboy ^ potentially of interest
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      This gives a small reduction in the mutex contention around core timing callbacks.
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      • [X] I have searched the existing issues

      What feature are you suggesting?

      Add a 'start' button in liftinstall/maintenancetool

      Why would this feature be useful?

      I always open it to check for updates, and then open yuzu, if everything was together it would be a good shortcut. Or include the update check when opening yuzu.
      Avatar
      Narr the Reg 9/20/2023 1:33 AM
      If you update from the maintenance tool it won't let you launch yuzu
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      Affected Build(s)

      mainline 1563

      Description of Issue

      When launching, it works fine for the language selection and warnings menu. When you reach the menu that says "Press A to start" with the MK logo. Once you press A, it crashes.

      Expected Behavior

      Game shouldn't do this, should just launch. Can't even get to the mode select screen.

      Reproduction Steps

      1. Install MK1 with update 1.3.0 2....
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      Narr the Reg
      If you update from the maintenance tool it won't let you launch yuzu
      autumnburra 9/20/2023 8:12 AM
      Isn't that just a Qt issue though? At least, that's what I've been told regarding the exact same thing for Citra
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      Narr the Reg 9/20/2023 9:42 AM
      installer isn't qt
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      Affected Build(s)

      All of them since at least january

      Description of Issue

      I have all of my emulation stuff on an external hard drive. It has always worked very well but yuzu for some reason doesn't want to get firmwares (or keys) working. I have every game that doesn't require firmware working. (And Mario Kart 8 Deluxe on something like 14.0.2, but it runs very very poorly). I haven't yet tested...
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      Affected Build(s)

      Android-v77

      Description of Issue

      Can't read the text because it's dark !Screenshot_20230920-111034_yuzu !Screenshot_20230920-111108_yuzu ![Screenshot_20230920-111143_yuzu](https://github.com/yuzu-emu/yu...
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      Exporting still won't be allowed on an empty save directory.
      prometheus 4
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      For @PacoA ^
      2:13 AM

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      Affected Build(s)

      1309

      Description of Issue

      When playing Kirby Forgotten Land on Steam Deck with default yuzu settings some of the lighting will have excess bloom that covers up doors and other important spots in certain levels. !kirby_glitch_1 ![kirby_glitch_2](https://github.com/yuzu-emu/yuzu/assets/6994410...
      2:20 AM
      Can't say it applies to many games but in my case Luigi's Mansion 3 couldn't load and instead caused Yuzu to segfault randomly. The log says: ``` [ 0.446392] Service.FS core/file_sys/submission_package.cpp:ReadNCAs:245: NCA with ID 0fe8c30f50fa8d12c9b9b85045fe6473.nca is listed in content metadata, but cannot be found in PFS. NSP appears to be corrupted. [ 0.446601] Loader core/loader/loader.cpp:GetLoader:265: Loading file Luigis Mansion 3 [0100DCA0064A6000][v0] (6.35 GB).nsp as NS...
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      Revoke https://github.com/yuzu-emu/yuzu/pull/10433 as a temp solution to fix OLD texture error in multiple games, especially for Android player who start to play ns games after yuzu for Android released since old versions before mainline 1441 don't have the same issue. This is ONLY a TEMP solution to fix those issues and I will close this pull request AT ONCE there is a solution found to solve the problem. Just for those eager players. Fixed https://github.com/yuzu-emu/yuzu/issues/10...
      ded 7
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      GitHub
      Click to see attachment 🖼️
      Are you sure about that change?? If the user dir doesn't exist, where are you going to import the save to?
      5:43 AM
      Unless the behaviour changed, that dir is not created until you launch a game on the emu first
      Avatar
      Reverts yuzu-emu/yuzu#11551 due to an oversight in the user profile folder generation. Will be reintroduced later with a proper solution.
      Avatar
      Avatar
      PabloG02
      Are you sure about that change?? If the user dir doesn't exist, where are you going to import the save to?
      You're right, I made a mistake there but I can't fix it tonight as it is very late. I'll have the proper solution later. Thank you for pointing this out and sorry for the inconvenience.
      Avatar
      Don't worry haha. It's not like my implementation is totally correct, as if 2 users exists, i'm just extracting on the first I find instead of the current one being used by the emu
      Avatar
      Implementation of https://github.com/yuzu-emu/yuzu/pull/9746 for vulkan for the image copy part. I didn't implement uploads because I couldn't find much information about the layout of MSAA images and games I tested do not upload anything meaningful anyway. Fixes graphics in Sonic Forces as mentioned in the PR and also in Mortal Kombat 1 yuzu (master) | yuzu (PR) -|- !master | ![pr](https://github.co...
      Avatar
      Some games use this format for text rendering but because the component order was not correct it was show up all wrong. So instead we use VK_FORMAT_A4B4G4R4_UNORM_PACK16_EXT which has the order we want. If that format is not available then it is emulated using a swizzle. yuzu (master) | yuzu (PR) -|- !master | !pr
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      Affected Build(s)

      Mainline 1564

      Description of Issue

      Hi, i want to launch games through the Big Picture Mode in Steam and use my Switch Pro Controller. I understand that Steam interferes with controller inputs, hence I have disabled Steam Input for Yuzu. This seems to work somewhat: Yuzu detects a "Nintendo Switch Pro Controller", but motion does not work. However, it starts working by just r...
      Avatar
      Build Notification BOT 9/21/2023 1:26 PM
      Build #20230921.1 part of pipeline yuzu patreon stage1 was manually stopped.
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      Build Notification BOT 9/21/2023 4:00 PM
      Build #20230921.3 part of pipeline yuzu patreon stage1 failed.
      Avatar
      whoops
      4:03 PM
      QCR is clogging up the build system
      4:03 PM
      @Blinkhawk fix it
      this 1
      Avatar

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      Affected Build(s)

      Mainline 1555

      Description of Issue

      The fog effect in the game beginning is rendering incorrectly, being colorfully acid. !Screenshot from 2023-09-21 19-04-28 !Screenshot from 2023-09-21 19-04-37 #...
      Avatar
      Allows our HLE implementation of mii edit to create mii. This PR also fixes random mii generation, makes the mii manager shared across sessions as well implements GetIndex which somehow wasn't implemented by previous PR. With this change creating a mii from any game won't result in any crash. Instead it will automatically generate a random mii. Fixes: #3587 !01006a800016e000_2023-09-21_10-52-35-326
      👀 7
      prometheus 8
      Avatar
      This was originally introduced in https://github.com/yuzu-emu/yuzu/pull/5363. The problem was that UNORM views of SRGB formats could not be attached as storage images in shaders, with the solution being creating the image as UNORM and having the view be SRGB. However this doesn't always work as intended. When the image is used directly without the aid of the view, for example when image is target of vkCmdResolveImage, the colors end up wrong since the colorspace has changed. To fix this, w...
      Avatar
      Remap register offsets are wrong, which is leading to ClearBuffer filling buffers with the wrong values. This completely breaks lighting in Pikmin 4, but it's already half-broken and is only working by accident.
      kek 4
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      Fixes an issue with the input overlay on certain devices where the controls would appear offscreen.
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      Affected Build(s)

      Early Access 3883

      Description of Issue

      Texture corruption when launching and playing a level. !smbbm

      Expected Behavior

      No Texture corruption when launching and playing a level. ![Capture d'écran 2023-09-21 234420](https://github.com/yuzu-emu/yuzu/assets/28510001/2ad61512-fc07-4b13-...
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      Affected Build(s)

      Mainline 1565 (and some other recent builds)

      Description of Issue

      When you try to taking a Flying Taxi to Kitakami from Paldea, it doesn't let you. It asks you if you want to fly there and when you say yes, it acts as if nothing ever happened. You can fly to Paldea from Kitakami just fine though.

      Expected Behavior

      I expect to be able to fly to Paldea from Kitakami. ### Repr...
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      Fixes #11559 The root cause of the problem in #11436 was performing atomic operations on a typeless image. However, given the constraints of how atomic operations are compiled, it is literally impossible for a typeless atomic to be emitted, and I did not pay close enough attention to that. After debugging why that happened, I found that this is just a bug where the SPIR-V code for atomics uses the array layer of the image instead of the numeric value of the correct descriptor... ...
      prometheus 2
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      Affected Build(s)

      Mainline 1565

      Description of Issue

      Metroid Dread simply will not finish launching upon attempting to play it using the current build of Yuzu. The ROM is correct and successfully booted as recent as June 6th of this year. Other games are properly loading, but not Metroid Dread. ![Screenshot 2023-09-21 232122](https://github.com/yuzu-emu/yuzu/assets/70451900/442b73d7-479c-4f0d-b7...
      Avatar
      Hi all. Did you know that the compatibility list on the website gets a 404 error?
      Avatar
      we are working on rework of compatibility list, since original list was heavily out dated and messy.
      Avatar
      Ok perfect thanks.
      Avatar
      After more than 6 months of research, 15 PR, a few thousand lines of code and the holy illumination from byte. I'm happy to announce that yuzu can now boot LLE applets. This PR allows to boot the mii editor from firmware via tools->mii editor. You can create, edit or even load your mii from an amiibo using your joycon. Using them in games or anything related. All features are fully supported with exception of send/receive from other consoles. Closes: #11280 ![0100000000001009_2023...
      anyaFire 10
      Avatar
      GoldenX86_64 9/22/2023 6:05 AM
      Unlimited power
      Avatar
      How did you use a super reaction? prometheus
      Avatar
      GoldenX86_64 9/22/2023 6:06 AM
      Just clicked on it
      Avatar
      Now you're flexing your unlimited power
      Avatar

      Is there an existing issue for this?

      • [X] I have searched the existing issues

      What feature are you suggesting?

      I love Yuzu, but my complaint is Yuzu is the only emulator that doesn't support portable version. Portable version is much easier to manage. Thus, I hope the dev team release the portable version soon. Thank you!

      Why would this feature be useful?

      To manage the emulator easier and efficiently.
      Avatar
      Build Notification BOT 9/22/2023 1:56 PM
      Build #20230922.3 part of pipeline yuzu patreon stage1 was manually stopped.
      1:57 PM
      Build #20230922.4 part of pipeline yuzu patreon stage1 was manually stopped.
      Avatar
      Prevents VK_ERROR_OUT_OF_DEVICE_MEMORY error when memory is full on AMD GPUs. Fixes #11132.
      👀 2
      Avatar
      If you wanted to manually back up your user data from an older version and then import it into a newer version, sometimes it would fail because of how your compression tool would create the zip file.
      Avatar
      The File.readBytes() extension attempts to load an entire file into a byte array. This would cause crashes when loading huge files into memory.
      Avatar

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      Affected Build(s)

      Yuzu v79

      Description of Issue

      yuzu v79 causes the battery to drain quickly. V78 safe one of these PR causes it ![Uploading Screenshot_20230922-195123.png…]()

      Expected Behavior

      this shouldn't happen. v78 is safe

      Reproduction Steps

      Just play normally

      Log File

      Log

      System Configuration

      CPU:sd870 GPU/Driver: Adreno 650, turnip driver RAM: 8gb OS: ...
      Avatar
      Build Notification BOT 9/23/2023 8:09 PM
      Build #20230923.4 part of pipeline yuzu patreon stage1 failed.
      Avatar
      Build Notification BOT 9/23/2023 9:11 PM
      Build #20230923.4 part of pipeline yuzu patreon stage2 was manually stopped.
      9:14 PM
      Build #20230923.6 part of pipeline yuzu patreon stage1 failed.
      Avatar

      Is there an existing issue for this?

      • [X] I have searched the existing issues

      What feature are you suggesting?

      Shift the configuration of add-ons from qt-config.ini to the game-specific ini files.

      Why would this feature be useful?

      • Logical setup: Managing game-specific add-ons within the respective game's ini file makes more sense and provides clarity.
      • Centralized game configurations: Users can easily find and adjust all settings related to a specific game in o...
      Avatar

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      Affected Build(s)

      Latest

      Description of Issue

      Yuzu closes in Exynos 990 and 6 gb and sometimes in Windows too (16 gb), whatever ram you have, if you don't use a paging file this will close too.

      Expected Behavior

      It should start anyway, even if it closes later, in Skyline this does not happen, therefore it is a Yuzu bug.

      Reproduction Steps

      Try to start Cuphead on Android.

      Log File

      ...
      Avatar

      Is there an existing issue for this?

      • [X] I have searched the existing issues

      What feature are you suggesting?

      Please allow the Scroll Wheel to be unbound from "rotating" the gyro when in Mouse Gyro mode. In my case, with Mouse Panning enabled, I am trying to use the wheel with autohotkey to setup a weapon scroll for Metroid Prime Remastered. No matter how I configure Yuzu and my AHK script, occasional wheel inputs are still captured by Yuzu. I've managed to block most of them...
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      Affected Build(s)

      Android v80

      Description of Issue

      the game looks strange with these colors !Screenshot_20230920-091546_yuzu !Screenshot_20230920-091747_yuzu

      Expected Behavior

      it shouldn't look like this ### Repr...
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      Affected Build(s)

      Mainline android build 2921a2426(latest release on September 24)

      Description of Issue

      It just crashes when opened(game released newly on 19th September 2023). Produces different kinds of log with turnip driver(23.3.0 rev 6) and Adreno (615.65), attached. *Attached Skyline's log too(boots in this) for each driver under goldenx86_64's suggestion

      Expected Behavior

      It should...
      Avatar
      Build Notification BOT 9/24/2023 2:51 PM
      Build #20230924.1 part of pipeline yuzu patreon stage1 was manually stopped.
      2:51 PM
      Build #20230924.2 part of pipeline yuzu patreon stage1 was manually stopped.
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      Affected Build(s)

      Early Access 2921a2426

      Description of Issue

      The water is not rendered properly !Screenshot_20230924-200229_Discord !Screenshot_20230924-200207_Discord

      Expected Behavior

      ![Screenshot_20230924-2...
      4:14 PM

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      Affected Build(s)

      Early access 2921a2426

      Description of Issue

      crashes when this sprite appears on the screen !IMG_20230924_174847_427 !IMG_20230924_174844_664

      Expected Behavior

      Don't crash ### Reproduction Step...
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      What feature are you suggesting?

      Update the Shin Megami Tensei V YUZU mods to the newest version (1.0.2). As the new verison of the update have a number of new feature like FOV change and many bug fixes. I can actully persoanlly pay the person (SandvichHero, Pug O) 10 US dollar each if they can update this mod especially the ([2K Shadow Mod Collection](https://www.mediafire.com/file/f3dhlbob8gomv80/SMT...
      Avatar
      Even after updating the androidx window library, this did not fix the issue for all devices. This ensures that the measured size of the overlay will be used instead of a potentially larger one seen by androidx.
      Avatar
      Build Notification BOT 9/25/2023 1:19 PM
      Build #20230925.1 part of pipeline yuzu patreon stage1 was manually stopped.
      Avatar
      @emufan4568 can you rebase your PRs
      Avatar
      I rebased the MSAA one
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      Avatar
      Pharynx
      I rebased the MSAA one
      It can be often observed in renderdoc that certain copies from the stream buffer will be performed while rendering, breaking the renderpass. This is expensive on mobile GPUs, especially on yuzu whe...
      1:30 PM
      that one needs rebase too
      Avatar
      I'll let emufan handle it
      Avatar

      Issue

      My Device is POCO F4 GT (12/256 Snapdragon 8 gen 1). And i can't play OP pirate warriors 4 with any drivers. I have seen a lot youTube video with gameplay of the game (OP pirate warriors 4) and works well on Snapdragon 888 and below with mesa3d driver. I hope your developers can fix this problem. I am very proud of you, this application really has great potential as the best Switch game emulator. good luck!
      Avatar

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      Affected Build(s)

      Mainline latest (not early access)

      Description of Issue

      My Device is POCO F4 GT (12/256 Snapdragon 8 gen 1). And i can't play OP pirate warriors 4 with any drivers. I have seen a lot youTube video with gameplay of the game (OP pirate warriors 4) and works well on Snapdragon 888 and below with mesa3d driver. I hope developers can fix this problem. I am very proud of you, this appli...
      Avatar

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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Game loads, 3 dots on the lower right corner while loading the menu, then crashes

      Expected Behavior

      Game continues

      Reproduction Steps

      Start the game

      Log File

      yuzu_log (4).txt

      System Configuration

      CPU: Tensor Core G2 GPU/Driver: Mali G710 RAM: 12GB OS: An...
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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Game crashes

      Expected Behavior

      Shouldnt crash

      Reproduction Steps

      Start a game without a save

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Tensor Core G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Game crashes after initial origami logo

      Expected Behavior

      Shouldnt crash

      Reproduction Steps

      Start the game

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Tensor Core G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Freezes at "GAMEFORGE" logo

      Expected Behavior

      Continue

      Reproduction Steps

      Start the game

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Tensor Core G2 GPU/Driver: RAM: 12GB OS: Android 14
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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Game crashes after setting the name. It crashes on the consecutive launches (guessing the initial screen when you have a save is different than with empty game).

      Expected Behavior

      Do not crash

      Reproduction Steps

      Start game, select language and name, continue.

      Log File

      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/127...
      Avatar

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      Affected Build(s)

      Early Access 2921a2426

      Description of Issue

      While playing through Chapter 1 of the game, I encountered a game crash that results in being returned to Yuzu's game selection menu. It occurs during the cutscene showing Noah and Mio's first interlink, more specifically in the memory sequence, just after a white screen transition. After the crash, trying to enter the game again fails d...
      9:49 PM

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      Affected Build(s)

      Mainline 2921a2426

      Description of Issue

      I have noticed that on android when using xbox one gamepad, it keeps the same xbox layout with x,y,a,b buttons. But this hinders the original idea of the emulated game developer. For example when jumping you use the B in switch which is the button at the bottom, but in xbox the B button is on the right. I suggest to keep the same "posi...
      Avatar
      Fixes an issue where the settings activity could appear dim while using 3 button navigation and landscape.
      10:17 PM

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      Affected Build(s)

      Mainline 1568

      Description of Issue

      Fire Emblem: Engage loads normally when no add-on content is installed. It also loads with the update 2.0.0 file. However, as soon as I install either DLC 1 or 2, the game fails to load and gets stuck on a black screen. The "launching" screen disappears, but the game's title screen does not appear, and the FPS indicator drops to zero. ### Expect...
      10:18 PM

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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Handheld !image Docked !image

      Expected Behavior

      Same rendering for both

      Reproduction Steps

      Start the game

      Log File

      Log was collected with the ar...
      Avatar
      Using the "bottom" attribute would break the navigation view and prevent things like rounded corners and lock modes from being applied properly. The attribute was used so that this would force the drawer to be on the bottom half of a foldable display when folded halfway. Since this behavior is broken and I can't test it, I will leave it as is for now. This also fixes an issue where you could "click" the loading animation card and the ripple animation would appear.
      Avatar
      Build Notification BOT 9/26/2023 12:58 AM
      Build #20230926.1 part of pipeline yuzu patreon stage1 was manually stopped.
      1:01 AM
      Build #20230926.2 part of pipeline yuzu patreon stage1 was manually stopped.
      Avatar
      This was mysteriously missing, likely from when I ported Citra fixes semi-recently.
      Avatar

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      Affected Build(s)

      yuzu 1568

      Description of Issue

      The emulator displays downscaled textures incorrectly in Red Dead Redemption 1. !Captura de pantalla 2023-09-25 235052 !Captura de pantalla 2023-09-25 235225 ![Captura d...
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      Affected Build(s)

      1

      Description of Issue

      This has been happening ever since day 1 yuzu android release but when you connect headphones or disconnect it and screen recording,the audio will no longer work same goes for plugging it to the TV when the game is running

      Expected Behavior

      Audio stops working when connecting headphones or audio products and screen recording also stops audio ### Rep...
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      The C++ side never made the filename lowercase when checking the extension. This just passes the pre-prepared extension to have it checked.
      Avatar
      This also allows save imports to happen without starting a game at first. !image !image
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      Avatar
      GitHub
      Click to see attachment 🖼️
      @PabloG02 Now it's looking a lot better 😅
      Avatar
      Avatar
      t895
      @PabloG02 Now it's looking a lot better 😅
      Looks... different
      Avatar
      Avatar
      Moonlacer
      Looks... different
      I'm referencing the bug I had to revert that pablo told me a few nights ago. But the new UI is nice :)
      Avatar
      Just talked with @liamwhite about how you can still install these. Figured we should remove the ability to since XCIs are usually application containers and will fail on installation.
      Avatar
      Avatar
      t895
      @PabloG02 Now it's looking a lot better 😅
      Yeah, I like it a lot, looks pretty clean 😌
      ❤️ 1
      Avatar

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      Affected Build(s)

      GitHub 70

      Description of Issue

      The game boots but freezes at the loading screen

      Expected Behavior

      Previously was able to pass the loading screen and get in game with GitHub 69

      Reproduction Steps

      Open the game with default settings

      Log File

      tennis.txt

      System Configuration

      CPU: Snapdragon 8 gen 2...
      3:08 PM

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      • [X] I have searched the existing issues

      What feature are you suggesting?

      Yuzu offers a custom rtc function to change the time, but unlike ryujinx and even actual switches the clock doesnt advance with custom rtc enabled. I’d like to play ACNH in summer, without having to change the time each time i play, and yes, changing my system’s time is an option, but it’s not ideal and it would be cool to have a toggle in the emulators options. ### Why ...
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      Affected Build(s)

      Mainline 1569

      Description of Issue

      So I am trying to play Pokemon Let's Go Pikachu on Yuzu emulator with Vulkan. After I select the language selection option, the game crashes without any information. If I try to use OpenGL, the screen goes black with only audio working and the controls also do not work.

      Expected Behavior

      Game continues to operate without any issue. ###...
      intel 2
      Avatar

      Is there an existing issue for this?

      • [X] I have searched the existing issues

      What feature are you suggesting?

      I'm suggesting a feature that makes yuzu detect when an external drive that is used to run a game gets ejected and stop emulation

      Why would this feature be useful?

      Because this would avoid situations like an earrape or sudden crashes/freezes with no explanation. Games like Metroid Dread output loud garbled sounds when the external drive is accidentally disconnected ...
      Avatar
      Build Notification BOT 9/26/2023 6:11 PM
      Build #20230926.4 part of pipeline yuzu patreon stage1 failed.
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      Avatar
      GitHub
      Click to see attachment 🖼️
      Come on, support for good old cartridge tilting is an enhancement
      6:15 PM
      Shame on switch it detect gamecard being taken out instead of glitching like it should
      6:17 PM
      At least proper behavior is restored thanks to emulation
      6:19 PM
      Seriously though, does that produce i/o error? I'm a little surprised it does not crash immediately rn.
      Avatar

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      Affected Build(s)

      1568

      Description of Issue

      The game remains in an infinite launching state !yuzu 1568 伊蘇X -北境歷險- (64-bit) 1 0 0 _ NVIDIA 27_09_2023 12_16_28 ص

      Expected Behavior

      ![yuzu Early Access 3897 伊蘇X -北境歷險- (64-bit) 1 0 0 _ NVIDIA 26_09_2023 11_54_18 م](https://github.com/yuzu-emu/yuzu/a...
      Avatar

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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Game does not start

      Expected Behavior

      Game starts

      Reproduction Steps

      Try to start the game

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Tensor Core G2 GPU/Driver: Mali G710 RAM: 12GB OS:Android 14
      Avatar
      @PacoA please be more specific about the behavior
      Avatar

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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Game freezes just after pressing any button at this screen !image Log shows a spam of : [ 50.175981] Network core/internal_network/network_interface.cpp:GetAvailableNetworkInterfaces:124: Failed to open "/proc/net/route" Game works fine on yuzu ...
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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      As soon as the game starts, a grey background appears and FPS freezes until exit is forced.

      Expected Behavior

      Game continues

      Reproduction Steps

      Start the game

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Tensor Core G2 GPU/Driver: Mali G710 RAM: 12GB ...
      Avatar
      Was looking at play store stats and noticed a few crashes that I could fix quickly. Fixes an issue where the app would crash if the emulation activity doesn't have a game. Fixes an issue where we tried to update invalid views in the emulation fragment. Fixes a couple issues where we tried to update invalid views in the setup fragment. Additionally don't wait for post callback to update input overlay visibility.
      ❤️ 2
      inklingProud 1
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      Affected Build(s)

      EA 2921a24

      Description of Issue

      As the title says, the game has missing textures and White background in the scenarios !Screenshot_20230926-195902_yuzu !Screenshot_20230926-195918_yuzu ![Screenshot_2023...
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      Affected Build(s)

      EA 2921a2426

      Description of Issue

      Just after the initial load of animation it crashes.

      Expected Behavior

      Doesn't crash

      Reproduction Steps

      Start the game

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Tensor Cores G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
      Avatar
      Avatar
      GitHub
      Click to see attachment 🖼️
      Mali driver meets Gamafreak programming with almost expected results...
      Avatar
      Gammafreak
      Avatar
      Alphafreak 💪
      Avatar
      Previously the config file wasn't being recreated when resetting all settings. Now just call into native code to recreate the settings file and reload all defaults.
      Avatar

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      Affected Build(s)

      1569

      Description of Issue

      Memory leak in The Legend of Zelda: Tears of the Kingdom. This issue started in either 1568 or 1569 mainline builds, it was not present in the 1567 (the version I was using prior to updating today) !thicc_memory_usage This might be a general problem with the ...
      Avatar

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      Affected Build(s)

      EA 2921a24

      Description of Issue

      the game has a problem with rendering in cutscene !Screenshot_20230927-093616_yuzu !Screenshot_20230927-093139_yuzu ![Screenshot_20230927-093135_yuzu](https://github.com/...
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      Affected Build(s)

      Mainline 2921a2426.ver

      Description of Issue

      https://github.com/yuzu-emu/yuzu/assets/146255502/cc72cdee-6c46-4637-8b53-9e7624435f29 Grid autosport crashes when a race starts.

      Expected Behavior

      it should run the race without crashing.

      Reproduction Steps

      Dump the grid autosport from the switch to an Android device, boot it up and start a race. ### Log File...
      7:11 PM

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      Affected Build(s)

      android-82 and 83 so far

      Description of Issue

      Yuzu closes the game after a few seconds of black screen when using Turnip drivers, with default or other Qualcomm drivers it works (ignoring graphics problems). Before android-82 it worked without problems. Since no one has reported the same issue (at least I didn't find a similar report) I assume it may be an Adreno 725 (Snapdragon...
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      Affected Build(s)

      Latest Git

      Description of Issue

      These files were sync'd over [ 10.209266] Common.Filesystem common/fs/file.cpp:Open:282: Failed to open the file at path=/storage/emulated/0/Android/data/org.yuzu.yuzu_emu.ea/files/nand/user/save/0000000000000000/70648D4D4ECBCD80C446105766F17283/0100F2C0115B6000/storage/CacheStorageKey.dat, ec_message=Permission denied [ 10.209280] Common.Fil...
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      this isn't an application issue
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      Avatar
      Pharynx
      this isn't an application issue
      I wouldn't think so but I want to test to see if it's just adb not giving the correct permissions
      Avatar
      Build Notification BOT 9/27/2023 10:09 PM
      Build #20230927.3 part of pipeline yuzu patreon stage1 was manually stopped.
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      good afternoon 9/27/2023 10:51 PM
      good afternoon development channel
      10:54 PM
      I'm currently working on attempting to add a Qt frontend to Vita3K, but I seem to be a bit stumped on adapting yuzu's Qt-related cmake code to the Vita3K codebase. So far, I have everything all set up, it downloads the libs like yuzu, puts them in the Vita3K equivalent, runs find_package() just fine, but when attempting to link it to the vita3k target that the project provides in the same way as yuzu, I encounter an error telling me that Qt::WinMain cannot be found, same if I try Qt::Core
      10:55 PM
      I understand that this is more of a cmake issue and NOT a yuzu issue, but i figured that the yuzu devs may be more familiar with, well, yuzu's build setup
      10:56 PM
      as far as I can tell, yuzu finds and then links Qt like this
      10:59 PM
      but the same does not work when trying to bring that over. Interestingly, just attempting to link Qt5 "works" (as in, doesn't throw any errors), but the project is unable to detect that the libs are where they are, neither do I get the ability to use any of the includes
      11:00 PM
      (also nobody else knows cmake lol)
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      are you using yuzu's qt binaries directly or have you compiled them yourself
      Avatar
      good afternoon 9/27/2023 11:01 PM
      i am using them directly
      11:01 PM
      literally have it set up to download the exact set yuzu uses
      Avatar
      set(imported_location "${_qt5Core_install_prefix}/lib/qtmaind.lib")
      11:01 PM
      this is how the cmake rule for it is set up
      11:01 PM
      inside qt
      Avatar
      good afternoon 9/27/2023 11:04 PM
      i'm gonna be honest with you i don't know what to do with that information since this is my first time tinkering with cmake in any major capacity
      Avatar
      do you have that file (qtmaind.lib) somewhere under build/externals?
      Avatar
      good afternoon 9/27/2023 11:08 PM
      yes, build/windows-vs2022/external/qt-5.15.2-msvc2019_64/, the vita3k equivalent
      11:08 PM
      then lib is in that folder with qtmaind.lib there
      11:12 PM
      Works okay with my limited homebrew tests, need to find some games that use these
      Avatar
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      Pharynx
      good afternoon 9/27/2023 11:31 PM
      i missed that file and quite frankly i don't know what it does
      11:31 PM
      i think i very clearly missed a step that yuzu does
      11:32 PM
      at first glance that looks like it's setting up the structure for the release
      Avatar

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      Affected Build(s)

      EA-3899

      Description of Issue

      The game won't boot, it's stuck on the loading screen.

      Expected Behavior

      The game boots normally

      Reproduction Steps

      Try to boot the game.

      Log File

      yuzu_log.txt

      System Configuration

      CPU: Intel Core i7 3770k GPU/Driver: Nvidia GTX 1080 Driver ver. 536.23 RAM: Kin...
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      Fixed downscale glitches on Intel and Red Dead Redemption at downscale #11600 improvements are welcome
      Avatar
      This PR fixes a couple of remaining bugs from the mii implementation.
      • Creating more than one mii from Mario Kart
      • Incomplete mii name from amiibo
      • Eyebrows too high
      Avatar

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      Affected Build(s)

      EA3889

      Description of Issue

      Game runs but 1.0.1 does not apply

      Expected Behavior

      Even if you run it as 1.01, it will be applied as 1.0

      Reproduction Steps

      1. Run the game with 1.0.1 2. 1.0.1 status remains until the title screen 3. After selecting the game, it suddenly changes to 1.0

      Log File

      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/127461...
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      Affected Build(s)

      From Mainline 1489 to latest

      Description of Issue

      It is a known issue that the game stutters and makes a buzzing noise when opening doors, because it is loading the next room, but since build Mainline 1489 the stutters are worse. I made some tests in a specific door in Tallon Overworld, which loads a huge room after it. In Mainline 1482 the stuttering was acceptable, around 1 s...
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      Good old retro bottlenecking texture processing
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      Build Notification BOT 9/28/2023 1:36 PM
      Build #20230928.1 part of pipeline yuzu patreon stage1 was manually stopped.
      1:36 PM
      Build #20230928.2 part of pipeline yuzu patreon stage1 was manually stopped.
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      Build Notification BOT 9/28/2023 1:37 PM
      Build #20230928.3 part of pipeline yuzu patreon stage1 was manually stopped.
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      Affected Build(s)

      Mainline 1571

      Description of Issue

      About a week ago after the update of emulator, yuzu keeps crushing everytime I press "Resume" in Main Menu (Super Mario Odyssey). Now I just can't continue playing this game normally. Please fix it!!!!!!!!!!!

      Expected Behavior

      My game loads fine up to main menu. But when I press "Resume", my game crashes while downloading the save file. I'v...
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      Depth test must be enabled to allow depth writing. Fixes #11438
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      Regression from #11569, FocusStateChanged is pushed twice, once in LoopProcess when setting up the services, and then it's set again when ICommonStateGetter is created.Removing the one in LoopProcess fixes a hang on boot. Fixes #11624
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      Why stop with mii edit applet. We also have an accurate emulation of amiibos already. This PR allows to use all the functionality of the amiibo manager. You can now register, rename, delete, restore the data of your amiibo via tools->Amiibo. Special thanks to byte for implementing the hard vi, nvnflinger stuff. !0100000000001002_2023-09-29_00-43-34-549 ![0100000000001002_2023-09-29_00-44-31-572](h...
      bowsdab 4
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      Affected Build(s)

      Early Access 2921a2426

      Description of Issue

      Digital games don't seem to work for when they do on Skyline. Games I've tried were Toree 3D and Angels with Scaly Wings. !Screenshot_20230929_023242_yuzu ![Screenshot_20230926_221558](https://github.com/yuzu-emu/yuzu/assets/146418616/12140ba3-4ed...
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      Build Notification BOT 9/29/2023 11:29 AM
      Build #20230929.3 part of pipeline yuzu patreon stage1 failed.
      Avatar
      Build Notification BOT 9/29/2023 11:42 AM
      Build #20230929.6 part of pipeline yuzu patreon stage1 was manually stopped.
      11:43 AM
      Build #20230929.5 part of pipeline yuzu patreon stage1 was manually stopped.
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      Is there an existing issue for this?

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      Affected Build(s)

      All Builds, for example Early Access 3900

      Description of Issue

      Game keeps loading at the ea startup screen. Everyone has this problem, see here: https://www.reddit.com/r/yuzu/comments/16u7dit/ea_fc_24_stuck_at_the_startup/

      Expected Behavior

      just pass the loading screen

      Reproduction Steps

      just start the game

      Log File

      [message.txt](https://github.com/yuzu-emu/yuzu...
      thonking 1
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      This looks like it potentially be the first game using Denuvo
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      Blinkhawk
      This looks like it potentially be the first game using Denuvo
      don't say things like this unless you actually know it for a fact
      3:21 PM
      people read this channel and will spread baseless fear mongering
      Avatar
      I understand even though considering the facts we know about it so far and that the company behind it is well known for using denuvo on PC. I believe there's reasonable suspicion
      3:51 PM
      We still can't make an assessment until we access the game.
      Avatar

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      Affected Build(s)

      EA 2921a24

      Description of Issue

      the game runs with a black screen but I can hear the sound of the game working !Screenshot_20230929-090444_yuzu

      Expected Behavior

      this shouldn't happen

      Reproduction Steps

      Just play normally

      Log File

      [yuzu_log.txt](https://github.com/yuzu-e...
      Avatar

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      Affected Build(s)

      Early Access 2921a2426

      Description of Issue

      Game won't boot with DLC files installed. A black screen is loaded but nothing shows. I redumped my DLC at least twice and my BotW DLC works fine, so I don't think it's a bad dump.

      Expected Behavior

      Game should load like how it does without these files installed.

      Reproduction Steps

      Install DLC files, try launching the game. ...
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      Affected Build(s)

      Early Access 2921a2426

      Description of Issue

      The game won't launch if the DLC is installed. It launches fine without it. I've redumped my DLC at least twice and my BotW DLC works fine, so I don't think it's a bad dump issue. I wrote a bug report about a very similar issue in Xenoblade 2. Don't know if this is too similar to warrant another report, but I think it's worth mentioning....
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      Affected Build(s)

      Android-Build 2921a2426

      Description of Issue

      The gui + sound is returned but in character creation no Figures + Backgrounds are shown. Same goes Ingame. !Screenshot_20230930_132142_yuzu

      Expected Behavior

      Figure + Background rendering

      Reproduction Steps

      Restart Tablet/ reinstal...
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      Affected Build(s)

      Mainline 1572 (Flatpak)

      Description of Issue

      After playing TotK for a while yuzu will crash. This was not a problem a few weeks ago, so it seems like a recently introduced regression. Could it be memory exhaustion (mmap/mprotect fails).

      Expected Behavior

      Does not crash.

      Reproduction Steps

      Play TotK for a while (~10 minutes), have game crash. Installed mods: ![...
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      qcr regression
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      It also affects RADV?
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      it's hard for me to reproduce it because I have so much memory
      8:06 PM
      I will go onto windows and play for a while and see what I can determine
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      Affected Build(s)

      Early Access 3905

      Description of Issue

      After booting the game, the fps counter goes directly to 0 fps, and nothing renders. Execution has to be stopped manually.

      Expected Behavior

      Renders something

      Reproduction Steps

      Start the game

      Log File

      yuzu_log.txt

      System Configuration

      CPU: 3900X ...
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      Blinkhawk
      It also affects RADV?
      I confirmed a leak on gpu normal
      9:22 PM
      when diving from sky to depths memory usage increases by 200-500MB every time
      9:22 PM
      with no apparent upper bound
      9:23 PM
      with gpu high it plateaus around 16GB
      9:23 PM
      with normal it just keeps going
      9:27 PM
      the leaked objects seem to have a stack from vk::CreateQueryPool
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      Have a stack?
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      not anymore, just closed vs
      9:28 PM
      but that should be enough
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      No I mean, what do you mean they have a stack (edited)
      9:29 PM
      How do classes have a stack
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      the stack trace indicating where they were allocated
      9:29 PM
      which is information the heap profiler can provide
      9:32 PM
      Is it something to do with passing the query pool by value into the lambda
      9:32 PM
      I don't know how our Vk wrappers handle copies
      Avatar
      passing it by value is the correct behavior
      9:33 PM
      VkQueryPool is a u64 handle
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      They all have RAII destruction right?
      9:51 PM
      So I wonder how they leak
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      they're "pinned" by something
      9:52 PM
      i.e. they're not being removed from a std container that they need to be
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      I don't think they're ever deleted though
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      yeah, seems that way
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      So more of an issue of failing to recycle rather than leaking
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      I think we are failing the recycling and just keep making more
      10:41 PM
      But why is NVIDIA not affected
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      good driver
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      gidoly
      good driver
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      Reproduction steps: 1. Buy steamdeck
      1:26 AM
      A bit extreme for an issue that only needs you to have a linux setup with systemd to reproduce
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      Affected Build(s)

      EA 3905

      Description of Issue

      Screen stuck looping on 'Launching...', Execution Error raised in Log.

      Expected Behavior

      Program is loaded and gets past "Launching..." screen

      Reproduction Steps

      1. Launch Sea of Stars in Yuzu 2. See continuous Yuzu loading screen

      Log File

      https://pastebin.com/6y3yVAzC

      System Configuration

      CPU: Intel i7 13700HX GPU/Driver: nVi...
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      log shows fs error
      3:27 AM
      probably should check integrity
      Avatar

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      What feature are you suggesting?

      I am some who really hates clutter and cannot leave my dumps alone i love having every game in a single file. Having Zarchive support would allow this

      Why would this feature be useful?

      Keeping games in Zar files would allow users to keep base games and all additional content in one lossless file, getting rid of clutter and the needs to use nsp builders to merge eve...
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      Affected Build(s)

      Mainline

      Description of Issue

      Hi Got my Yuzu broken since last update (don’t know if the pbm comes from Steam Deck upgrade, EmulationStation upgrade or Yuzu Upgrade). The problem: From now on, any time I try to load Yuzu, It just displays for a few second, then close without any message. Clicking any menu item is not possible. Strangely, Ryujinx doesn’t work anymore either...
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      Affected Build(s)

      Mainline latest build

      Description of Issue

      When entering the game, after the opening cutscene, when game finally should be loaded it just crashes and I'm on the game selection page in yuzu.

      Expected Behavior

      Game should work properly

      Reproduction Steps

      N/A

      Log File

      N/A

      System Configuration

      CPU: Tensor g1 GPU/Driver:mali g78 mp20 RAM:12gb OS: Android 14
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      Reproduction Steps: N/A Log File: N/A Fix for the problem: N/A
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      Does that fix something @Pharynx ?
      8:28 PM
      gdb is a giant piece of fucking shit
      8:29 PM
      if you pass utf8 through, whenever you interrupt a program that has unicode in the thread list, it stops working (edited)
      8:29 PM
      this is working around a bug in the client
      Avatar
      Implements a GPU driver manager that saves all drivers to the user data directory and asynchronously installs drivers when they're needed. You can place drivers into the User Data/gpu_drivers/ directory for them to show up in the manager or use the in-app installer. Additionally, if you had a driver installed previously, the app will zip the driver you had into user data and display it appropriately. ![image](https://github.com/yuzu-emu/yuzu/assets/14132249/d487a8d0-452a-468f-b1f2-050...
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      Build Notification BOT 10/1/2023 11:25 PM
      Build #20231001.3 part of pipeline yuzu patreon stage1 was manually stopped.
      11:26 PM
      Build #20231001.4 part of pipeline yuzu patreon stage1 was manually stopped.
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      This PR partially implements the IAlbumAccessorService. Allowing for the Album applet to boot. While I can't guarantee that this applet is fully functional due the nature of sharing and editing images. Is functional enough to see all your screenshots. You can access this applet via Tools->Load Album !010000000000100d_2023-10-01_21-14-08-795
      a_camera_with_flash 4
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      The MiiEdit applet disables automatic save data creation, which is persisted global state(!) This caused games that need automatic save data creation to crash when booting, so reset the state every time fsp-srv is re-inited.
      3:41 AM
      Current KPageTable destroys the container of page table entries at the end of Finalize. Therefore, there is no need to remove each page table entry on a one-by-one basis--an operation that can take over a second even on a fast desktop processor. We only have to remove mappings from the fastmem arena and then destroy the container. This makes game shutdown super fast and nearly instant again.
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      GitHub
      Click to see attachment 🖼️
      Narr the Reg 10/2/2023 3:43 AM
      What? Why that happens?
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      Narr the Reg
      What? Why that happens?
      SaveDataFactory is not recreated on game boot
      3:44 AM
      it sticks around forever
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      Needed by profile select applet to boot and select/create users. No UI provided. It probably conflicts with #11650 due changing similar lines. !0100000000001007_2023-10-02_00-25-16-440 !0100000000001007_2023-10-01_23-28-29-231
      Avatar

      Is there an existing issue for this?

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      What feature are you suggesting?

      Instead of the user entering the game and going somewhere in it to have the web applet dumped, an option could be added that would allow when a game starts, if it has web applets, they can be dumped.

      Why would this feature be useful?

      Splatoon 2 has web applets that can be accessed, for example, by going to the inventory for any weapon and then selecting the Specials...
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      Fixes #11654 by adding an additional menu item to dump the HTML document storages.
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      Build Notification BOT 10/2/2023 3:26 PM
      Build #20231002.2 part of pipeline yuzu patreon stage1 was manually stopped.
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      Build Notification BOT 10/2/2023 3:29 PM
      Build #20231002.3 part of pipeline yuzu patreon stage1 was manually stopped.
      prometheus 1
      Avatar
      This should help control crashing related to surface recreation on Android.
      Avatar

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      Affected Build(s)

      2921a2426

      Description of Issue

      Strange flickering appears after the initial cutscenes. Seems like some strange z-fighting maybe?

      Expected Behavior

      Graphics to look normal

      Reproduction Steps

      Start game, skip cutscenes.

      Log File

      yuzu_log.txt

      System Configuration

      CPU:Qualcomm SM8475P Snapdragon ...
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      Affected Build(s)

      Mainline 1575

      Description of Issue

      graphics on the title screen and during the game using vulkan open gl is black screen with the music and sound fx playing !0100cfa00cc74000_2023-10-03_11-49-01-588 ![0100cfa00cc74000_2023-10-03_11-49-23-810](https://github.com/yuzu-emu/yuzu/assets/2696404...
      4:03 AM

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      Affected Build(s)

      Mainline 1575

      Description of Issue

      used in Blades of Time

      Expected Behavior

      ??

      Reproduction Steps

      load game

      Log File

      yuzu_log.txt

      System Configuration

      AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Major: 10, Minor: 0,...
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      also has lot of hid and gpu error on log
      Avatar
      yeah, wow, that's a huge number of errors
      Avatar

      Is there an existing issue for this?

      • [X] I have searched the existing issues

      What feature are you suggesting?

      Please if possible add an option to view the build id of your switch games to the Android version of yuzu als if you can add an option like the free cheat option on dstwo flash cart for nds that allows users to search and edit memory for games to nake cheats

      Why would this feature be useful?

      It would be helpful in adding and making new cheats for switch
      4:24 AM

      Issue

      Used by

      Pinball FX3 table "Medieval Madness" [0100db7003828000] Worms WMD [01001AE005166000] HyperBrawl Tournament [01006C500A29C000] Chess Ultra [0100A5900472E000] Knockout City [01009EF00DDB4000]

      Service description

      (nn::account::Uid, buffer) -> buffer
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      gidoly
      also has lot of hid and gpu error on log
      Narr the Reg 10/3/2023 4:32 AM
      hmm I wonder what this game is doing
      Avatar
      Seems like memory corruption probably?
      4:48 AM
      Also why are we connecting to official servers?
      4:48 AM
      Shoudln't that all be blocked?
      Avatar
      the network services impl is not done properly
      4:53 AM
      sfdnsres and bsd should not work when network adapter is disabled (the default)
      Avatar
      Even if not disabled though
      Avatar
      but they do and games think the console is online because the connection test interface reports that it is, instead of returning an error result
      Avatar
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      Maide
      Even if not disabled though
      connection to nintendo services is blocked, obviously games are able to connect to whatever else they want though (edited)
      Avatar
      Games should be blocked too though, no?
      4:55 AM
      Everything should be
      Avatar
      everything is supposed to be blocked if you keep the network interface set to none
      4:56 AM
      and none is the default
      Avatar

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      Affected Build(s)

      Mainline 1575

      Description of Issue

      if tick, no audio always, whether it's in background or not, if not tick, no audio when in background.

      Expected Behavior

      if tick, no audio when in background, if not tick, always have audio.

      Reproduction Steps

        Log File

          System Configuration

          CPU: i5-13600KF GPU/Driver: RTX3070 with driver 531.79 RAM: 16GBx2 OS: Wind...
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          Affected Build(s)

          Mainline 1575

          Description of Issue

          used by Disney's Speedstorm

          Expected Behavior

          ??

          Reproduction Steps

          run game

          Log File

          yuzu_log.zip

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Major: 10, Minor...
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          Lockpick_RCM link in quickstart guide needs to be fixed
          10:40 AM
          It leads to the original DMCAd repo right now
          Avatar
          Narr the Reg 10/3/2023 1:04 PM
          We already have two dcma repo. Adding another will add a third one
          Avatar
          You mean it will get striken too?
          1:12 PM
          Then maybe just say "google is your friend here", because a broken link is a no-go
          Avatar

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          on the character select screen some on the models (say Mickey for instance) dont render properly during the gameplay the map (bottom left corner) doesnt render properly and your character and some of the backgrounds dont render properly aswell ![0100f0401435e000_2023-10-04_08-56-00-881](https://github.com/yuzu-emu/yuzu/assets/2696404/5bed6...
          Avatar

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          black screen with sound playing (both Open gl and Vulkan)

          Expected Behavior

          see the graphics

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | F...
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          Affected Build(s)

          Mainline 1575

          Description of Issue

          all the tables have graphic glitches and incorrect lighting !0100e4200fa82000_2023-10-04_09-56-15-768 !0100e4200fa82000_2023-10-04_09-57-14-725 ![0100e4200fa82000_2023-...
          Avatar
          Mute audio when in background and changing custom rtc while the game is open will now work properly.
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          start a new game and choose any level and as the loading bar is nearly complete the game freezes up

          Expected Behavior

          go ingame on any level

          Reproduction Steps

          start a new game and choose any level

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          on the menu and during gameplay the graphics are messed up and glitchy !0100fe801185e000_2023-10-04_10-37-19-882 !0100fe801185e000_2023-10-04_10-37-34-410 ![0100fe801185...
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          Affected Build(s)

          Mainline 1575

          Description of Issue

          no graphics are rendered just a grey screen with music playing [ 6.827539] Render.Vulkan video_core\renderer_vulkan\vk_pipeline_cache.cpp:CreateGraphicsPipeline:682: Failed to track bindless texture constant buffer is not implemented

          Expected Behavior

          shows the graphics

          Reproduction Steps

          run the game

          Log File

          [yuzu_log....
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          start a new game and on the next screen the loading screen the game freezes up

          Expected Behavior

          goes ingame

          Reproduction Steps

          run game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GH...
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          Affected Build(s)

          Mainline 1575

          Description of Issue

          the text during the game is corrupt and in the garage and on race day the screen is rendered upside down !010055a0161f4000_2023-10-04_12-58-07-475 ![010055a0161f4000_2023-10-04_12-58-22-466](https://github.com/yuzu-emu/yuzu/assets/2696404/b1cc22e8-82c0-4cee-...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          just a black screen with music playing

          Expected Behavior

          see the graphics

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating sys...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          during the intro videos they become glitchy !0100644012f0c000_2023-10-04_15-17-00-187 !0100644012f0c000_2023-10-04_15-17-12-331 ![Screenshot 2023-10-04 152247](https://g...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          fails to boot

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Major: 10, Minor:...
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          Svc break
          Avatar

          Is there an existing issue for this?

          • [X] I have searched the existing issues

          Affected Build(s)

          Mainline 1575

          Description of Issue

          fails to boot

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Major: 10, Minor:...
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          Avatar
          gidoly
          Svc break
          That doesn't mean anything, you have to say which
          Avatar
          Look log
          8:53 AM
          I am on mobile so all text is squashed which makes me hard to see
          8:54 AM
          😛
          Avatar
          ^ Build id is, well, build id
          1:57 PM
          You can find it in yuzu log
          1:59 PM
          Second request is probably something like memory searcher akin to what retroarch provides for creating cheats? But it's worded so poorly I'm not sure.
          2:03 PM
          Build ID is largely relevant to creating cheats since you need to specify it (so that modification applies to the correct version of the game)
          Avatar
          @flTobi buildid is the gnu build id section of program NSOs
          2:11 PM
          it's a hash that identifies each binary
          Avatar
          TIL Their English was so broken, I didn't bother to look further. But seems like a mod/cheat creator can easily see that from the log file anyway
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1577

          Description of Issue

          Graphic artifacts instead of grass on the leg of bionis. Only when using OpenGL with GLASM shader. Vulcan does not work on a driver older than 512.95.

          Expected Behavior

          !0100ff500e34a000_2023-10-04_17-47-49-300 ![0100ff500e34a000_2023-10-04_17-48-04-03...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1577

          Description of Issue

          When starting Astebreed, the screen is blank, but the music plays. This happens for both Vulkan and OpenGL renderers. This was previously raised on #8671 but closed as the reporter did not provide logs from an official build. !Astebreed ### Expecte...
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          Affected Build(s)

          Android Mainline 2921a2426

          Description of Issue

          !Screenshot_- Control overlay stretched horizontally - R and ZR buttons missing.

          Expected Behavior

          All buttons should be visible ![Screenshot_20231004_105111_yuzu](https://github.com/yuzu-emu/yuzu/assets/40325290/cd27f1ea-3772-4798-...
          Avatar
          We setup buffers in 2 different steps. The first step is finding the buffer via FindBuffer. This function expands existing buffers, resolves overlaps and deletes the old buffer if required. This means that previous buffer ids can be invalidated, so any calls to FindBuffer are wrapped in a do while loop checking for has_deleted_buffers. The second step is then synchronising the memory once the buffers are confirmed, and adding the binding. Currently we have a synchronise call insid...
          Avatar
          I encountered a bug in Bravely Default 2 around its water rendering, where it flickers in and out every few frames. After some debugging I found it to be indirectly caused by push descriptor. If the number of bindings for a draw exceeds the device's push descriptor maximum, we fallback to using regular descriptor binding, otherwise push descriptor is used. There seems to be either a hardware bug or a long-standing driver bug (no driver I've tested seems to fix it), where switching between d...
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          Affected Build(s)

          Mainline 1576

          Description of Issue

          during gameplay the scenery is way to bright !0100f3200e7ca000_2023-10-05_08-45-23-113 !0100f3200e7ca000_2023-10-05_08-45-59-490

          Expected Behavior

          not over bright...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1575

          Description of Issue

          used in SnowRunner

          Expected Behavior

          ??

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Major: 10, Minor: 0, ...
          Avatar
          Needed by A Sound Plan, but the game is still broken due to another issue which I'll try to PR separately.
          Avatar
          Currently it is difficult to get information about crashes on desktop, because of the requirement to have the user go back and turn on the setting for crash dumps (in Windows) or get a core file or gdb trace (in Linux). The rationale for not having crash dumps be generated by default on Windows is that running the program under a debugger impacts performance noticeably. Under Linux, an attempt to add stack information to the log was [previously reverted](https://github.com/yuzu-emu/yuzu/p...
          Avatar
          We currently have issues with merging single mip levels with their larger multi-level container. If we see the single mip level first, so it's added to the cache first, and then the larger full image with all levels after that, they're added as overlapping images with eachother, but we don't sync overlapping images at all. I tried adding that but it gets messy, because overlapping images also contains things which aren't valid mip levels and shouldn't be copied over. This PR attempts to ch...
          Avatar

          Is there an existing issue for this?

          • [X] I have searched the existing issues

          What feature are you suggesting?

          Storing the decoded ASTC textures and recompressed as BC7 for specific games

          Why would this feature be useful?

          Speed up texture load times by not decode ASTC textures every time and just load already compressed BC7
          Avatar
          It's unclear to what exact functionality this comment relates since it's at top of the file rather than attached to any specific code. Besides, it appears to be unrelated to overall changes of this PR? Might be better as an issue report, assuming this indeed causes issues in practice. (Also, I presume cannon was supposed to refer to the process of Canonicalization? Don't shoot the utf8-encoded message...) _Originally posted by @v1993 in https://github.com/yuzu-emu/yuzu/pul...
          Avatar
          ????????
          3:31 PM
          That comment was literally added by them in PR
          kek 1
          3:31 PM
          (Unmerged PR, to be clear)
          3:33 PM
          And it's still unclear to what exactly it refers, now alomst even more so
          Avatar
          Is this guy mocking you?
          Avatar
          I doubt that
          3:37 PM
          Seems like lack of understanding/knowledge
          Avatar
          Avatar
          v1993
          That comment was literally added by them in PR
          SleepingSnake 10/6/2023 4:08 PM
          Did they take the code from someone else's work perhaps?
          Avatar
          Hard to tell with them
          Avatar
          Avatar
          SleepingSnake
          Did they take the code from someone else's work perhaps?
          Ehm, depends on the licensing. They don't need to ask permission if the license is permissive and compatible or the guy established the code to be public domain
          4:51 PM
          Just crediting them is enough if any of those 2 cases apply as far in the case of a license, it's followed as so
          Avatar
          autumnburra 10/6/2023 4:52 PM
          It's just nice to ask for permission though anyway
          Avatar
          It sounds like he didn't just take the code but just took ideas he learnt from their code.
          4:52 PM
          Seems fine
          Avatar
          autumnburra 10/6/2023 4:52 PM
          Yeah, I'm just talking about in general. Not this specific scenario in particular.
          Avatar
          Avatar
          autumnburra
          It's just nice to ask for permission though anyway
          If we did, a lot of code on yuzu wouldn't have been merged as many times original authors are unreachable
          Avatar
          autumnburra 10/6/2023 4:53 PM
          Has it ever caused any issues? (edited)
          Avatar
          Especially shaders. There are shaders we use created by people 20 years ago that are unreachable
          4:53 PM
          No because licenses exist
          4:54 PM
          You follow the open source license and you are cool
          Avatar
          autumnburra 10/6/2023 4:54 PM
          That's good then
          Avatar
          Avatar
          Blinkhawk
          Ehm, depends on the licensing. They don't need to ask permission if the license is permissive and compatible or the guy established the code to be public domain
          SleepingSnake 10/6/2023 4:59 PM
          I never really meant it as having anything to do with "stealing" code, as you appear to have understood it. I meant that he may have copied the code from somewhere else (another contributor or project), made adjustments, and then opened up his own PR with it. That would explain them being confused at a comment that v1993 said they themselves authored in the PR. As that comment would've been from the original author.
          5:00 PM
          I didn't mean to imply anything other than that.
          Avatar
          He did mention them. Now the thing is likely the way things were attributed was not correct. That's one thing but the way it was handled it's incorrect.
          5:02 PM
          this 6
          Avatar
          That's a lot of JPEG and then some
          Avatar
          Avatar
          SleepingSnake
          I never really meant it as having anything to do with "stealing" code, as you appear to have understood it. I meant that he may have copied the code from somewhere else (another contributor or project), made adjustments, and then opened up his own PR with it. That would explain them being confused at a comment that v1993 said they themselves authored in the PR. As that comment would've been from the original author.
          That comment is not attached to any code, though (which is a problem on its own). Seems to be their own (misguided) creation.
          Avatar
          Avatar
          v1993
          That comment is not attached to any code, though (which is a problem on its own). Seems to be their own (misguided) creation.
          Just appropriate feedback is enough on how to reference the work.
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          EA 2921a24

          Description of Issue

          The game plays fine in the menu but once you control the character most of the screen goes black !Screenshot_20231006-112604_yuzu !Screenshot_20231006-112806_yuzu ### E...
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          Is there an existing issue for this?

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          Affected Build(s)

          EA 2921a24

          Description of Issue

          The loading screen takes forever and ends up crashing most of the time !Screenshot_20231006-113008_yuzu

          Expected Behavior

          that shouldn't happen

          Reproduction Steps

          Just boot the game

          Log File

          [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/f...
          Avatar

          Is there an existing issue for this?

          • [X] I have searched the existing issues

          What feature are you suggesting?

          Headset output mode (during emulation) while in handheld mode

          Why would this feature be useful?

          Hello, I started noticing on many games that my sound output was muffled/too bassy on some situations. Then I realized that the switch has a speaker optimized equalization while in handheld mode if there are no headphones inserted making it sound muffled while using head...
          Avatar
          @Maide ^
          Avatar
          Dunno if I can do anything about that
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          black screen with music playing

          Expected Behavior

          to see the graphics

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: ...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          list of games Perky Little Things black screen with music playing #11696 Astebreed - Black Screen, but Music Plays #11681 Number Place 10000 grey screen with music playing (no graphics are rendered) #11672 A Sound Plan black screen with sound playing (both Open gl and Vulkan) #11667 Mofumofusensen black screen with music playing (no graphics...
          8:11 AM

          Is there an existing issue for this?

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          Affected Build(s)

          1538

          Description of Issue

          When running Pinball FX3 - when you get to the main menu or if you are able to load a table then the image of the table is extremely vertically stretched making the game unplayale.

          Expected Behavior

          When you load into the main menu - the game display should be contained vertically and horizontally inside of the app window

          Reproduction Steps

          Si...
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          Affected Build(s)

          Mainline 1578

          Description of Issue

          Gravity Rider Zero black screen with music playing on open gl in Vulkan graphics show on the title screen and menu but ingame nothing but a blank flashing screen and no music

          Expected Behavior

          show graphics and play music properly

          Reproduction Steps

          run the game

          Log File

          [yuzu_log open gl.txt](https://github.com/yuzu-emu/y...
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          Affected Build(s)

          Mainline 1578

          Description of Issue

          Port Royale 4 messed up text and crashes out at start of the first level crashes out with [ 90.067831] Render.Vulkan video_core\renderer_vulkan\vk_pipeline_cache.cpp:CreateComputePipeline:760: Array of images is not implemented ![Screenshot 2023-10-07 174846](https://github.com/yuzu-emu/yuzu/assets/2696404/d8607567-fbb0-42e7-aac7-f105172639b...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          fails to boot

          Expected Behavior

          go ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Major: 10, Minor: 0...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          i know it sounds weird but the bottom half of the screen is completely blank and flashing(it is supposed to be the top of the screen) and the top part of the screen is the bottom part of the screen !Screenshot 2023-10-07 181106

          Expected Behavior

          scre...
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          Is there an existing issue for this?

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          Affected Build(s)

          1579

          Description of Issue

          There is a graphical problem

          Expected Behavior

          https://github.com/yuzu-emu/yuzu/assets/54870586/215fa15a-e845-4f6f-99d3-52d818b0b61c

          Reproduction Steps

          yuzu_log.txt

          Log File

          yuzu_log.txt ### System Co...
          Avatar
          Build Notification BOT 10/7/2023 2:55 PM
          Build #20231007.2 part of pipeline yuzu patreon stage1 was manually stopped.
          2:57 PM
          Build #20231007.4 part of pipeline yuzu patreon stage1 was manually stopped.
          2:57 PM
          Build #20231007.3 part of pipeline yuzu patreon stage1 was manually stopped.
          Avatar
          @Pharynx you forgit to merge this https://github.com/yuzu-emu/yuzu/pull/11534
          Alternative to #11528 The If block in this change was causing some 2D textures to be treated as if their mip 0 was a 3D Slice, this could be ascertained as the same texture viewed from different di...
          Avatar
          how about a mainline merge for now
          3:02 PM
          I really want to be sure it didn't break totk again
          Avatar
          What about my older ones?
          3:06 PM
          I still want the renderdoc captures
          Avatar
          I'll get those after this EA is generated
          3:07 PM
          and will rebase gpucode's PR for him since he's busy
          Avatar
          Allows creating desktop shortcuts with icons for yuzu games. This is a continuation of https://github.com/yuzu-emu/yuzu/pull/11344 with some minor changes and its review comments addressed.
          Avatar
          It's unclear to what exact functionality this comment relates since it's at top of the file rather than attached to any specific code. Besides, it appears to be unrelated to overall changes...
          3:43 PM
          I almost feel like I'm talking to a gpt bot there
          Avatar
          Build Notification BOT 10/7/2023 4:50 PM
          Build #20231007.5 part of pipeline yuzu patreon stage1 was manually stopped.
          4:50 PM
          Build #20231007.6 part of pipeline yuzu patreon stage1 was manually stopped.
          4:51 PM
          Build #20231007.7 part of pipeline yuzu patreon stage1 was manually stopped.
          4:51 PM
          Build #20231007.8 part of pipeline yuzu patreon stage1 was manually stopped.
          4:52 PM
          Build #20231007.9 part of pipeline yuzu patreon stage1 was manually stopped.
          4:55 PM
          that felt pretty good
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          EA 2921a24

          Description of Issue

          !Screenshot_20231007-113153_yuzu the game crashes on the loading screen Work fine on skyline !Screenshot_20231007-113901_Skyline Edge ![Screenshot_20231007-113946_Skyl...
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          Is there an existing issue for this?

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          Affected Build(s)

          Early Access 3911

          Description of Issue

          !01008c8012920000_2023-10-07_18-08-48-788 seems that when its storming this happens

          Expected Behavior

          scenery should be visible

          Reproduction Steps

          wait for a storm at night

          Log File

          [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yu...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1539 onwards

          Description of Issue

          When you walk around, you can see that textures disappear when you approach them, making solid objects invisible. Some examples: !0100a3d008c5c000_2023-10-07_12-33-55-254 ![0100a3d008c5c000_2023-10-07_12-33-51-342](https://github.com/yuzu-emu/yuzu...
          2:34 AM

          Is there an existing issue for this?

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          Affected Build(s)

          Android V94

          Description of Issue

          If when starting a game I go into the emulator settings the game restarts and crashes. Tested on android build v94

          Expected Behavior

          that shouldn't happen

          Reproduction Steps

          start a game enter the emulator settings and return to the game

          Log File

          yuzu_log.txt ### ...
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          Is there an existing issue for this?

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          Affected Build(s)

          Android v94

          Description of Issue

          Ghost textures when it rains, it's night outside and there are lights, inside a house at night and there are lights. Also the FPS drops a lot when that happens !Screenshot_20231007-211232_Fotos

          Expected Behavior

          it should not be like that ### Reprodu...
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          Is there an existing issue for this?

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          Affected Build(s)

          Early Access 3914

          Description of Issue

          messed up graphics and colours during gameplay !Screenshot 2023-10-08 124342 !Screenshot 2023-10-08 124521 [ 21.716047] Debug video_core\texture_cache\format_looku...
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          Affected Build(s)

          Mainline 1578

          Description of Issue

          missing text from menus and ingame !Screenshot 2023-10-08 130309 !Screenshot 2023-10-08 130010 [ 35.372650] Debug video_core\engines\fermi_2d.cpp:operator ():72: Asser...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          after it shows the title screen next up is a messed up screen which you are stuck on !Screenshot 2023-10-08 131348

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/fi...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          crashes out during the intro

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: Windows, Ma...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1578

          Description of Issue

          crashes out just before the menu screen

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating system: ...
          Avatar
          Are you guys aware of recent compiled Turnips since R6 crashing A730 devices? Its happening on both Yuzu and Skyline. Wondering if you got any news of this with mesa devs or anything? I think Billy said it is a regression on mesa's part. It's been over a month though, curious if they're working on it.
          Avatar
          Avatar
          KIMCHI
          Are you guys aware of recent compiled Turnips since R6 crashing A730 devices? Its happening on both Yuzu and Skyline. Wondering if you got any news of this with mesa devs or anything? I think Billy said it is a regression on mesa's part. It's been over a month though, curious if they're working on it.
          Not our issue. It's a mesa issue
          Avatar
          Avatar
          Blinkhawk
          Not our issue. It's a mesa issue
          Right. However I am asking if any of you have reported this to them, or know if mesa knows, or its getting fixed... any info? Cause its possible that stuff outside of emulation might not be affecting the a730.
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Early Access 3914

          Description of Issue

          When updating Yuzu EA from version 3913 to 3914, some shadows seem to have been broken (at least in Zelda TOTK), I have played in the mainline version and even in EA 3913 to confirm that this error appears in the latest version of Yuzu EA. ![Yuzu EA delante](https://github.com/yuzu-emu/yuzu/assets/146231126/97254f71-0b45-4075-8a3e-d3a2be54...
          Avatar
          Creates a new archive with a debug suffix that contains the debug symbols from compiling yuzu for mainline. The yuzu executable also gets a GNU debug link to the symbols file. ci/linux: Compile with debug symbols and upload separately Currently only uploads for yuzu but yuzu-cmd or other future executables can be added to the for-loop's parameters.
          Avatar
          SoupEnjoyer 10/8/2023 7:47 PM
          hey I'm a 2nd year cs student and I want to contribute some of code onto emulation projects other than following clang format is there anything else I should worry about before I try branching away? (edited)
          Avatar
          if you have an idea for a large project it'd be best to talk to a developer first about the scope of it, but other than that patches welcome
          Avatar
          Hi! We have a small contributors guide here: https://yuzu-emu.org/wiki/contributing/
          Reporting Issues The issue tracker is not a support forum. Unless you can provide precise technical information regarding an issue, you should not post in it. If you need support, first read the FAQ and then either visit our Discord server, our forum or ask in a general emulation forum such as /r/emulation. If you post support questions, generic...
          7:56 PM
          Apart from that you can take a look at our wiki on Github, or feel free to ask questions here :)
          Avatar
          SoupEnjoyer 10/8/2023 8:10 PM
          alright thanks for the insights, I will get to patching and see what I can do for now.
          Avatar
          Build Notification BOT 10/8/2023 9:12 PM
          Build #20231008.3 part of pipeline yuzu patreon stage1 was manually stopped.
          9:12 PM
          Build #20231008.4 part of pipeline yuzu patreon stage1 was manually stopped.
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          Build Notification BOT 10/9/2023 1:31 AM
          Build #20231009.1 part of pipeline yuzu patreon stage2 was manually stopped.
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 15781

          Description of Issue

          games such as Rush Rally Origins Radiation Island Paradigm Paradox need this to show the graphics properly

          Expected Behavior

          proper graphics

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processo...
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          Affected Build(s)

          Mainline 1581

          Description of Issue

          goes ingame but graphics are to dark !Screenshot 2023-10-09 111749

          Expected Behavior

          graphics are correct

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt ### System ...
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          Affected Build(s)

          Mainline 69ded96c6

          Description of Issue

          The issue is that when playing the game in fullscreen (exclusive fullscreen) and with unlocked fps (CTRL + U), NPCs will be randomly flickering. This can probably be seen best in Blackwater where there are lots of NPCs. When pressing ESC to play the game in a window, the issue seems to go away. This may not be immediately apparent and can ta...
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          What feature are you suggesting?

          It would be nice if stopping the game with F5 makes it so that you can edit loaded mod files instead of having to restart the emulator. Yuzu seems to still use the game and/or its loaded mod files pressing F5 so you can't make changes to the files unless you restart.

          Why would this feature be useful?

          Faster mod development.
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          Affected Build(s)

          Same as title

          Description of Issue

          My macbook is older So I have the same problem as the following link https://github.com/yuzu-emu/yuzu/issues/538 I can't find the download link for this version nightly-527c098 Can anyone provide it? thanks a lot

          Expected Behavior

          Same as above

          Reproduction Steps

          Same as above

          Log File

          Same as above ### System Configurat...
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          Affected Build(s)

          Mainline 1581

          Description of Issue

          crashes out after the first developers screen (shuts down Yuzu)

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | ...
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          Affected Build(s)

          1560 (possibly earlier) - 1582

          Description of Issue

          Installed the 2.0.1 update and since then my character can't run in-game, despite moving the joystick all the way in one direction. The player moves at the same speed as any joystick position between the dead zone and the maximum radius.

          Expected Behavior

          Moving the joystick fully in one direction should result in the playe...
          Avatar
          This pull request updates most external dependencies to the latest version (as of writing). Some update fixes certain issues:
          • ffmpeg: fixes assembler issues when building with binutils 2.41+
          • mbedtls: remove workarounds and switch to upstream source
          Avatar

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          Affected Build(s)

          Mainline 1581

          Description of Issue

          missing most of its graphics and just plays music

          Expected Behavior

          see graphics

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 O...
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          Is there an existing issue for this?

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          What feature are you suggesting?

          Make the yuzu app capable to read my own dumped files of my amiibos. Exactly the .bin files there come with them.

          Why would this feature be useful?

          Considering that this feature is available in the app for PC because they don't have NFC reader and that not all the capable phones that runs yuzu have the NFC reader. After all, the yuzu android app is kinda a port ...
          andydab 1
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          Affected Build(s)

          Yuzu EA latest Build

          Description of Issue

          !Screenshot_20231006_074446_yuzu !Screenshot_20231006-074750_YouTube As you guys can see the UI in the main menu is clearly gone and in the gameplay too it sho...
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          Affected Build(s)

          Mainline 1581

          Description of Issue

          colours are wrong on select screen and during gameplay on the soldiers and on the walls and other places !Screenshot 2023-10-10 134708 !Screenshot 2023-10-10 134747 ##...
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          Affected Build(s)

          Mainline 1581

          Description of Issue

          during gameplay missing half of its background !Screenshot 2023-10-10 141106

          Expected Behavior

          full background

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt ### S...
          Avatar
          Avoids a VMA assert: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/include/vk_mem_alloc.h#L15001
          When using VMA_ALLOCATION_CREATE_MAPPED_BIT and usage = VMA_MEMORY_USAGE_AUTO*, you must also specify VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT.
          The point of device local buffers is that they are not host mapped.
          Avatar
          These fields are meant to be set to 0 after each call to the DSP, not doing this left them active after the system controlling the underlying memory was deleted, causing a use after free in the DSP. Fixes Ancient Rush 2 in #11726, don't know about the other games listed in there.
          Avatar

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          Affected Build(s)

          Mainline 1582

          Description of Issue

          When the 'Enable direct JoyCon driver' option is disabled (to use SDL input) and the combined JoyCons are selected as the input device, the left JoyCon cannot move its joystick correctly. Video: https://youtu.be/X_rzby0_HqI

          Expected Behavior

          The left Joycon should be able to complete a circle. The expected behaviour can actually be achi...
          Avatar

          Issue

          This PR https://github.com/yuzu-emu/yuzu/pull/11705 (Add desktop shortcut support for Windows) presents this error: !image This error happens if I modify my desktop location. Because my desktop is on another unit. In my version (https://github.com/yuzu-emu/yuzu/compare/master...DanielSvoboda:yuzu:shortcut) I used this code below. ```c++ WCHAR path[MAX_PATH]; SHGetFolderPath(NULL, CSID...
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          Affected Build(s)

          Mainline 1582

          Description of Issue

          After updating to 1582, TOTK crashes after the launching screen. However all other games (MK8, M:O, Katamari) run fine. I've tried disabling all my mods and deleting the shader cache but it still crashes.

          Expected Behavior

          That the game launches fine like it did earlier today before the yuzu update.

          Reproduction Steps

          1. Launch gam...
          Avatar
          Reverts yuzu-emu/yuzu#11534 Fixes #11738 Found to cause out of bounds reads/writes in Tears of the Kingdom, but was not caught due to Flathub releases being outdated for several days. Explicit crashes can be triggered with: ```diff --- a/src/video_core/textures/decoders.cpp +++ b/src/video_core/textures/decoders.cpp @@ -79,6 +79,14 @@ void SwizzleImpl(std::span output, std::span input, u32 width, u32 const u32 unswizzled_offset = slice * pitch...
          🔁 3
          Avatar
          Previous implementation will only save an icon file with the highest resolution possible. This PR will write 7 different layers each one with a different resolution. This improves quite a bit the shortcut quality on windows. !image
          👀 1
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          Affected Build(s)

          Early Access 3922

          Description of Issue

          missing speech through out the game

          Expected Behavior

          hear the speech

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operating sys...
          Avatar
          Fixed an error on my part, in the last change I had mistakenly passed unadjusted block info into FullUploadSwizzles and UnswizzleImage This reverts (my mistaken changing of) the construction of SwizzleParameters in UnswizzleImage and FullUploadSwizzles to use level_info.block instead of info.block. This ensures that the block information used in the swizzling process is correctly adjusted for each mip level.
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          If resolution scaling is disabled, we shouldn't set the Rescaled flag as if it was active. This leads to weird issues/different paths taken where some images can be marked as rescaled and get compared with other images which are not rescaled. I've seen it throw this assert for instance: https://github.com/yuzu-emu/yuzu/blob/master/src/video_core/texture_cache/texture_cache.h#L2326
          10:03 AM

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          Affected Build(s)

          Mainline 1581

          Description of Issue

          during the game and during the intro of the first level the characters hand are flashing rainbow boxes it is supposed to be electricity !01003c000d84c000_2023-10-11_17-53-03-157 here is a video of what it is supposed to look like https://www.youtube.com/wa...
          Avatar
          Build Notification BOT 10/11/2023 1:24 PM
          Build #20231011.2 part of pipeline yuzu patreon stage1 was manually stopped.
          1:25 PM
          Build #20231011.3 part of pipeline yuzu patreon stage1 was manually stopped.
          1:25 PM
          Build #20231011.4 part of pipeline yuzu patreon stage1 was manually stopped.
          1:29 PM
          Build #20231011.5 part of pipeline yuzu patreon stage1 failed.
          Avatar
          (github rate limit)
          Avatar
          • Get out of render pass before attempting to barrier, fixes query cache rewrite spamming validation errors due to putting a barrier inside a render pass pre-syncing values (which still needs to be deleted @FernandoS27 , the spam in all games is pointless and huge).
          • Remove image alias bit for all attachments. Why is this even here, host images don't alias? It's almost certainly preventing memory optimisations from happening.
          • Fix image debug names with samples > 1
          Avatar
          All the small things True care, truth brings
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          Most notably, implements support for the new PermissionLocked attribute used for RELRO-type relocations.
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          And this is how I learn about new fw, huh
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          Same here kek
          Avatar
          !image This pull request updates how the directory path for shortcuts is determined. The main changes are: 1. Replaced the use of environment variables to determine the path of the desktop and applications menu with QStandardPaths::writableLocation. This change addresses an issue where the desktop path was not correctly identified when its location was customized, as shown in the attached screensh...
          Avatar
          This updates us to eggert/tz@16ce126a, downstream commit of 2022g that compiles. This produces the revision Nintendo is using for 17.0.0 (2022g) according a comparison of checksums. Also includes a fix for invalid some directories not being relayed correctly in the list.
          Avatar
          Build Notification BOT 10/11/2023 9:55 PM
          Build #20231011.6 part of pipeline yuzu patreon stage1 was manually stopped.
          9:56 PM
          Build #20231011.7 part of pipeline yuzu patreon stage1 was manually stopped.
          9:56 PM
          Build #20231011.8 part of pipeline yuzu patreon stage1 was manually stopped.
          Avatar
          We have an implicit dependance on RefreshContents uploading an image's memory on creation, and the barrier for it transitioning the image to a general layout. For MSAA iamges we don't support uploading its data and return early, which ends up leaving the iamge in its default undefined layout. This then causes render passes using these as render targets to fail to draw. This PR just adds an explicit transition for multisampled images to get them into a general layout. Gets rid of a validat...
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          (oops, I probably have to untag it because of the cmd buffer pr)
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          Why isn't that merged yet
          Avatar
          emufan said not to merge it
          10:47 PM
          I think I could just fix it to take an additional overload on Record
          10:47 PM
          so that it stops generating build conflicts
          Avatar
          My PR isn't very important anyway, it doesn't fix the game I was testing at least. (edited)
          Avatar
          ok, I pushed an update to that branch that should get rid of the omega conflicts
          12:02 AM
          hopefully it builds on msvc
          Avatar
          Been a long time and inevitably I was going to forget something. This is mainly for MSVC, changes the time zone database download version to latest.
          Avatar
          I made too many mistakes here. First of all in parameters where wrong. Secondly GetAlbumFileList3AaeAruid returns a ApplicationAlbumEntry list. Finally these should auto mount. I also fully implemented GetAlbumFileList0AafeAruidDeprecated so it will now use the correct date range. Fixes SSBU replays menu.
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          Affected Build(s)

          Mainline 1585

          Description of Issue

          text during the game is glitchy !010074b00ed32000_2023-10-12_09-53-46-447 !010074b00ed32000_2023-10-12_09-53-53-514 ![010074b00ed32000_2023-10-12_09-54-15-802](https://g...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          after the first 2 options screen it is stuck on the loading screen

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+...
          Avatar

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          purple tints on rocks and ladders !010044500cf8e000_2023-10-12_15-09-19-081 !010044500cf8e000_2023-10-12_15-14-31-647

          Expected Behavior

          correct colours ### Repr...
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          Affected Build(s)

          Mainline 1585

          Description of Issue

          rainbow coloured graphics !010003f00cc98000_2023-10-12_16-16-32-000 !010003f00cc98000_2023-10-12_16-17-08-736

          Expected Behavior

          graphics are correct ### Reprodu...
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          Affected Build(s)

          Mainline 1585

          Description of Issue

          start a new game and it crashes out on the loading screen

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3...
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          Affected Build(s)

          Mainline 1585

          Description of Issue

          the intro video is glitchy and in the bike selection all bikes are black no colour to them !010000400f582000_2023-10-12_16-37-23-963 ![010000400f582000_2023-10-12_16-37-37-547](https://github.com/yuzu-emu/yuzu/assets/2696404/b54999d9-c03e-4834-ad84-15af9f...
          Avatar

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          The issue I opened 2 days ago which was fixed in ML 1584 is back. After updating to 1585 Flatpak, TOTK crashes after the launching screen. However all other games (MK8, M:O, Katamari) run fine.

          Expected Behavior

          That the game launches fine like it did on 1584

          Reproduction Steps

          1. L...
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          Affected Build(s)

          N/A

          Description of Issue

          Building failed with the following: [1741/2271] Building CXX object src/co...core.dir/hle/service/caps/caps_a.cpp.o FAILED: src/core/CMakeFiles/core.dir/hle/service/caps/caps_a.cpp.o This is likely due to changes introduced in commit 8347e5c which touches caps_a.cpp

          Expected Behavior

          The last time I built successfully was on the 8t...
          Avatar
          I mistakenly believed that #11738 was resolved by the contributors actually, you know, testing the crash case I provided. That did not happen. Fixes #11760
          🌀 5
          Avatar
          Resolves runtime assertion failures due to overly-aggressive behavior of gold/lld regarding thread-local variables, which interact poorly with fibers. See https://bugs.llvm.org/show_bug.cgi?id=19177
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          Build Notification BOT 10/12/2023 3:18 PM
          Build #20231012.2 part of pipeline yuzu patreon stage1 was manually stopped.
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          Affected Build(s)

          Mainline 1583+

          Description of Issue

          Pikmin 4 hangs after loading a save file. You can hear the ambient sounds of the game, but are stuck on the loading screen. Occasionally there are audio clicks that can be heard. I have cleared the various caches and it does not fix the issue. On Mainline 1582 the game loads and runs as expected.

          Expected Behavior

          Game loads and play...
          Avatar
          Build Notification BOT 10/12/2023 10:24 PM
          Build #20231012.5 part of pipeline yuzu patreon stage1 was manually stopped.
          10:25 PM
          Build #20231012.6 part of pipeline yuzu patreon stage1 was manually stopped.
          Avatar
          Thanks to @liamwhite for the LTO fixes to allow for the NDK update
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          Affected Build(s)

          Early Access 2921a2426

          Description of Issue

          Game crash after serveral first startup setup.

          Expected Behavior

          Playable as well as yuzu on Linux.

          Reproduction Steps

          1. Game shows loading animation at lower right corner: !image 2. Online connection selection, I pressed "Do Not...
          Avatar
          mali
          😔 4
          Avatar
          The item model in GameList takes ownership of GameListDir objects while they are being processed. However, the list can be cleared while the worker may still have live references to GameListDir objects. This prevents use-after-free in GameListWorker, by forcing processing to complete before clearing the list.
          Avatar
          another shutdown crash
          Avatar

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          load the game crashes out nearly straight away

          Expected Behavior

          goes ingame

          Reproduction Steps

          run the game

          Log File

          yuzu_log.txt

          System Configuration

          AMD Ryzen 7 5700X 8-Core Processor | 16 Threads | 31.92 GiB RAM | TSC: 3.400GHz | AVX+ | FMA3 Operatin...
          Avatar

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          missing or corrupt graphics !010085500d5f6000_2023-10-13_15-01-22-422 !010085500d5f6000_2023-10-13_15-01-29-558 ![010085500d5f6000_2023-10-13_15-01-33-910](https://gith...
          Avatar
          Build Notification BOT 10/13/2023 1:29 PM
          Build #20231013.1 part of pipeline yuzu patreon stage1 was manually stopped.
          1:30 PM
          Build #20231013.2 part of pipeline yuzu patreon stage1 was manually stopped.
          Avatar
          Narr the Reg 10/13/2023 3:09 PM
          crashes with shortcuts ^
          Avatar
          Ehh, that is a problem in polyfill_thread.h
          3:18 PM
          That's what it decided to commit my work as...
          Avatar
          And yeah, shortcuts are responsible for error too
          Avatar
          Based on warnings from build log of #11761 (needs other changes to fully fix). Qualify std::move calls in accordance with clang warning (system headers have this diagnostic disabled); also replace std::move with std::forward where appropriate.
          Avatar
          The driver was assumed to be installed at this point before I made a refactor. Now we just check if the copy operation was successful and delete the file if it fails.
          Avatar
          Somewhat improves romfs build performance due to code refactoring that gets rid of unnecessary string copying. Also fixes #11724 (circular reference formed in RomFSBuildContext).
          Avatar
          Build Notification BOT 10/13/2023 7:15 PM
          Build #20231013.6 part of pipeline yuzu patreon stage1 was manually stopped.
          7:15 PM
          Build #20231013.5 part of pipeline yuzu patreon stage1 was manually stopped.
          Avatar
          Needed by Super Meat Boy for rendering to its present frame. Fixes the game rendering a black screen.
          7:47 PM

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          Affected Build(s)

          EA 2921a24

          Description of Issue

          The game crash at boot !Screenshot_20231013-124237_yuzu

          Expected Behavior

          that shouldn't happen

          Reproduction Steps

          Just launch The game

          Log File

          yuzu_log.txt ### System Conf...
          Avatar
          Makes this feature a bit more OS agnostic. Preventing issues like #11761.
          Avatar
          When in the process of shutting down, the sink callback signals release_cv to wake up the producer, but the producer is waiting for the number of queued buffers to be less than the maximum queue size. This sets the number of queued buffers to 0 every time the sink callback is invoked when shutting down, so that the producer can stop waiting.
          Avatar
          When reducing the number of Connecter Controllers, keep the one clicked if it was not the last one of the list. I find it more intuitive to click on the number of players we want, being for increasing or reducing. With the current behavior, if 4 controllers are set and we want to reduce it to 2, we need to click on "3", or to click on "2" two times.
          Avatar
          Fixes #11211. This PR adds a missing include which is the QT6 Network component, which is necessary to be able to build DiscordRPC with QT6. Tested manually on Gentoo Linux with Qt5 or Qt6. I don't have all the context of CMakeLists, so feel free to correct me (or supersede this PR) if I've missed something.
          Avatar

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          Affected Build(s)

          android-100 and other versions

          Description of Issue

          !Screenshot_2023-10-14-11-47-33-749_com google android packageinstaller

          Expected Behavior

          N/A

          Reproduction Steps

          N/A

          Log File

          None because I can't install it

          System Configuration

          CPU : Snapdragon 439 GPU/Driver : A...
          Avatar

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          during the game the mini map is blank and during the speech dialogues the characters are missing (just the speech bubbles are present) !0100a3b011ede000_2023-10-14_15-51-17-829 ![0100a3b011ede000_2023-10-14_15-53-37-349](https://github.com/yuzu-emu/yuzu/a...
          Avatar

          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1585

          Description of Issue

          graphics are glitchy and corrupt !010001600d1e8000_2023-10-14_16-17-52-234 !010001600d1e8000_2023-10-14_16-18-14-346 ![010001600d1e8000_2023-10-14_16-18-28-314](https://...
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1587

          Description of Issue

          Came across these log entries while playing the game: ``` [ 78.947391] Debug video_core\renderer_vulkan\vk_texture_cache.cpp:operator ():1232: Assertion Failed! Unimplemented format copy from D32_FLOAT to B8G8R8A8_SRGB [ 78.956727] Debug video_core\renderer_vulkan\vk_texture_cache.cpp:operator ():1232: Assertion Failed! Unimplemented for...
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          Affected Build(s)

          Early Access 3932

          Description of Issue

          Stucks on Launching screen !image

          Expected Behavior

          The game launches successfully

          Reproduction Steps

          • Start Yuzu
          • Start Super Mario Bros. Wonder
          • Yuzu is stuck on the "Launching" screen

          Log File

          [ 0.431339] Input input_common...
          Avatar
          Build Notification BOT 10/14/2023 1:58 PM
          Build #20231014.1 part of pipeline yuzu repository sync failed.
          1:59 PM
          Build #20231014.2 part of pipeline yuzu repository sync failed.
          Avatar
          Build Notification BOT 10/14/2023 1:59 PM
          Build #20231014.3 part of pipeline yuzu repository sync failed.
          2:00 PM
          Build #20231014.4 part of pipeline yuzu repository sync failed.
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          Build Notification BOT 10/14/2023 2:00 PM
          Build #20231014.5 part of pipeline yuzu repository sync failed.
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          What about 11747 byte? (edited)
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          Build Notification
          Build #20231014.5 part of pipeline yuzu repository sync failed.
          I had some issues with github connection yesterday, might be the same problem?
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          Maide
          What about 11747 byte? (edited)
          people have reported GPU issues in EA so I am hesitant about that
          2:09 PM
          Nobody wants to try builds
          Avatar
          I really really doubt it's from that, those are very innocuous changes.
          Avatar
          one report was "vertex explosions in EA and not mainline"
          Avatar
          One is removing a barrier in a renderpass which is just an error, the other is fixing debug names which doesn't affect anyone not using renderdoc/nsight
          2:12 PM
          And there's no shot we alias image memory (edited)
          Avatar
          the other thing it could be is the buffer reorder pr
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          Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
          2:23 PM
          I'm sick of being denied NVDEC support that works just fine for me
          Avatar
          I guess remove it and see what breaks
          Avatar
          Worst case scenario is that those affected will have to select software decoding manually
          2:24 PM
          I've been told that this breaks on nvidia+amd machine but never got to testing if it's yuzu's fault or not
          2:25 PM
          Golden demanded pre-build binaries for testing which I was way too lazy to provide
          Avatar
          GoldenX86_64 10/14/2023 2:25 PM
          i don't have that much free time to test linux lately
          Avatar
          It's been over a year ago
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          GoldenX86_64 10/14/2023 2:26 PM
          and i'm barely making time to work on the progress report
          Avatar
          The code in question disabled use of CUDA/NVDEC hardware decoder on all Linux machines, including those where it works just fine. The only known setup where this caused problems and led to inclusion of this code is having two NVIDIA+AMD GPUs installed, which is a fairly uncommon case that with this change only requires user to select "CPU Video Decoding" for NVDEC emulation. I've confirmed that this allows GPU decoding to work on my Linux+Nvidia setup.
          Avatar
          That said, it's interesting to note that gpu decoding has a little more apparent banding
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          Is there an existing issue for this?

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          Affected Build(s)

          Mainline 1588

          Description of Issue

          In Zelda BOTW, when you enter a shrine, graphical bugs with fog appear. !01007ef00011e000_2023-10-14_16-58-23-320

          Expected Behavior

          ![01007ef00011e000_2023-10-14_17-06-31-042](https://github.com/yuzu-emu/yuzu/assets/147800620/d5bd1b70-192c-477e-a748...
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          GoldenX86_64 10/14/2023 3:14 PM
          what did nvidia do to pascal now
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          Pharynx
          the other thing it could be is the buffer reorder pr
          This is possible. I tried doing something like that a long time ago and it had such issues if I missed something
          3:16 PM
          It was part of YFC originally but I did not submit it after I saw emufan's solution in citra being simpler
          Avatar
          This resolves the out of bounds read/writes in the linear swizzler without tearing apart several hotpath optimizations performed, It brings back the scaled TOTK Recall bug however, pending further work in the block size calculation. Recall is not glitched in the Dynamic FPS resolution mod to the degree that it is in the native yuzu scaler, this can be a workaround for the time being. The recall effect is constructed from multiple 320x180 texture slices, it breaking may have a simi...
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          Unfortunately it seems like Maxwell and Pascal cards have broken robust support, or something else strange is happening in Yuzu preventing it from working correctly. Crash Team Racing Nitro Fueled uses wildly invalid buffer indexes (values like 0x3D00001C), and they should just return 0 with robust enabled on the device, but Maxwell seems to instead just % the index with the buffer size, or & it with at least 0x10000 or something, and is returning "valid" results even with large indexes. 0x3D...
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          Affected Build(s)

          from nightly build 1581 on (Flatpak)

          Description of Issue

          Yuzu is not responding to Steam Desktop-layout from nightly build 1581 on. Last version when “Yuzu” did respond properly was nightly build 1577. I’m using the flathub version of “Yuzu" installed through the “Discover” app on SteamDecks’ Desktop Mode. I want to have a convenient way to quit "Yuzu" when I finish playing, s...
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          In some rare cases both buffer descriptors A and B are available under the same index. This was the case with StoreWithImage and SaveReportWithUser. This PR addresses this issue by letting them be accessed directly. I also added a warning log to help identify this issue on the rest of the codebase as it's probably an error.
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          Build Notification BOT 10/15/2023 4:17 AM
          Build #20231014.5 part of pipeline yuzu repository sync failed.
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          Narr the Reg 10/15/2023 4:23 AM
          inklingWhy
          Avatar
          …rt game at fullscreen & better unicode support for some Windows path funcs. Replace of #11665.
          🫥 1
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          Affected Build(s)

          Mainline 1588

          Description of Issue

          few graphic glitches the light (or flame) the lion and there is supposed to be a man strapped to a spinning knife throwing board !01003d301357a000_2023-10-15_11-57-07-989 ![01003d301357a000_2023-10-15_12-13-12-223](https://github.com/yuzu-emu/yuzu/assets/...
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          CemuHook can take a while to connect. So it's very likely you can start trying to map motion before the client is ready. To avoid mapping to undefined axis we need to preset the motion input beforehand.
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          Affected Build(s)

          Mainline 1588

          Description of Issue

          The selection menu is poorly displayed !01001e3017a10000_2023-10-15_13-33-11-535

          Expected Behavior

          !image

          Reproduction Steps

          just open the map ### Log...
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          Is there an existing issue for this?

          • [X] I have searched the existing issues

          What feature are you suggesting?

          I propose as a new feature to be able to have several savegame accounts like on CEMU. !Create-Account

          Why would this feature be useful?

          This would be useful to have multiple saves for a game (For exemple BOTW) ![2017022720544500-57b4628d2267231d57e0fc1078c0596d_09026C015D...
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          Affected Build(s)

          the latest

          Description of Issue

          Downloaded the latest installer for Windows from the official site. yuzu_install.exe crashes w/o errors on "Downloading config...".

          Expected Behavior

            Reproduction Steps

              Log File

                System Configuration

                CPU: GPU/Driver: RAM: OS: Windows 10
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                Is there an existing issue for this?

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                Affected Build(s)

                Mainline 1589

                Description of Issue

                A lot of in-game graphics are either missing or corrupted; some scenes render as pure black. Videos have color channels messed up (CPU decoding does not help). Poking RomFS reveals that game internally uses OpenGL API. Startup video: ![Screenshot_20231015_225641](https://github.com/yuzu-emu/yuzu/assets/16255906/0220dbc5-a68b-41f1-847b-5a...
                Avatar
                • Apply changes on Controller configuration of commit 9524d70 to Controller applet
                  • Fix regression of this previous commit: Enabling a controller in its tab did not activate previous controllers
                  • Refactor to use same names in both classes
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                Is there an existing issue for this?

                • [X] I have searched the existing issues

                What feature are you suggesting?

                Add support for mario wonder

                Why would this feature be useful?

                because it should be
                🤦 8
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                • [X] I have searched the existing issues

                Affected Build(s)

                mainline 1589

                Description of Issue

                MK1's v1.5.0 update fixed my crashing issue, so now i can actually play the game. There's still lots of graphical glitches. One of the bugs is that picking Cyrax as your Kameo fighter crashes the game right when he explodes. Other than that, a lot of effects are messed up when actually in fights.

                Expected Behavior

                Game should let me past pi...
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                Build Notification BOT 10/16/2023 2:23 AM
                Build #20231016.1 part of pipeline yuzu repository sync failed.
                2:23 AM
                Build #20231016.2 part of pipeline yuzu repository sync failed.
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                Build Notification BOT 10/16/2023 1:33 PM
                Build #20231016.2 part of pipeline yuzu repository sync failed.
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                Build Notification BOT 10/16/2023 10:23 PM
                Build #20231016.2 part of pipeline yuzu repository sync failed.
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                GitHub
                Click to see attachment 🖼️
                i did test it this time before you guys bark on me.
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                Build Notification BOT 10/17/2023 3:49 PM
                Build #20231017.3 part of pipeline yuzu patreon stage1 was manually stopped.
                3:50 PM
                Build #20231017.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                Is there an existing issue for this?

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                Affected Build(s)

                Mainline 1591

                Description of Issue

                Each game I try to start, makes Yuzu crash

                Expected Behavior

                Not to crash

                Reproduction Steps

                Just start a game

                Log File

                yuzu_log.txt

                System Configuration

                CPU: AMD Ryzen 7 5700G with Radeon Graphics CPU Cores: 8 CPU Threads: 16 GPU: AMD Radeon RX 6700 XT (...
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                Is there an existing issue for this?

                • [X] I have searched the existing issues

                What feature are you suggesting?

                After updating today, I noticed the maintenance tool placed a shortcut on my desktop. Realizing that people would want an option for whether a shortcut should be on the desktop, I propose making it a checkbox option in the maintenance tool.

                Why would this feature be useful?

                I, personally, prefer to keep my desktop as clean as possible, and instead use the taskbar, s...
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                Probably a personal preference but I definitively hate that games always ask on close by default. This changes that back to only when game request. But it will always ask when using the controller hotkey.
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                Affected Build(s)

                android-v104

                Description of Issue

                the game runs with a black screen but I can hear the sound that it is running Black screen !Screenshot_20231017-164204_yuzu Working on skyline ![Screenshot_20231017-130323_Skyline_Edge](https://github.com/yuzu-emu/yuzu/assets/4172898/12937402-b7a8-...
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                Used by SSBU and probably more games. Allows to save screenshot captures from withing games. Album screenshot editing is still not working. !01006a800016e000_2023-09-23_23-17-40-000
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                Is there an existing issue for this?

                • [X] I have searched the existing issues

                What feature are you suggesting?

                It would be useful with a "Test speakers" button in: !image

                Why would this feature be useful?

                It will help you to test the audio without loading a game.
                8:55 AM

                Is there an existing issue for this?

                • [X] I have searched the existing issues

                What feature are you suggesting?

                RPCS3 can prevent automatic updates: !image

                Why would this feature be useful?

                Regression bugs will force you to use earlier versions.
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                Build Notification BOT 10/18/2023 1:22 PM
                Build #20231018.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                Affected Build(s)

                Mainline 1592

                Description of Issue

                Sometimes when I open the menu and exit it, graphical bugs appear. !0100f2c0115b6000_2023-10-18_16-02-40-241 !0100f2c0115b6000_2023-10-18_16-22-33-079 Grass textures...
                intel 1
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                Affected Build(s)

                Early Access 3932

                Description of Issue

                While playing BioShock remastered you can open and close shops or anything that leads to a menu in game you can spam in and out of hacking stuff and the game will hard crash yuzu leaving no report in the log as it simply cuts out

                Expected Behavior

                You should be able to go in and out of menus without Yuzu crashing. ### Reproduction Step...
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                Affected Build(s)

                Early Access 33937

                Description of Issue

                Darksiders Warmastered edition runs like crap recently. only getting 15fps when it usually reaches 60.

                Expected Behavior

                a solid 30 or 60 fps should be maintained at all times

                Reproduction Steps

                start the game

                Log File

                yuzu_log.txt

                System Configuration

                ...
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                Affected Build(s)

                android-105

                Description of Issue

                None of the 3 games load after picking them in the initial menu.

                Expected Behavior

                  Reproduction Steps

                    Log File

                    yuzu_log.txt

                    System Configuration

                    CPU: Snapdragon 870 GPU/Driver: Adreno 650 / Mesa Turnip Adreno Driver v23.3.0-devel + Vulkan 1.3.267. System ...
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                    Affected Build(s)

                    Android v105

                    Description of Issue

                    1.- To start the game you need this patch mod 010015100B514000.zip !IMG_20231018_193835_902 ![IMG_20231018_193827_231](https://github.com/yuzu-emu/yuzu/assets/4172898/9fc715b9-582b-4038-...
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                    Affected Build(s)

                    Android v105

                    Description of Issue

                    The game doesn't boot. For reference, the game works in Skyline without needing anything but with graphical errors. !IMG_20231019_093433_292 !IMG_20231019_093430_426 ...
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                    Affected Build(s)

                    Mainline and Android playstore

                    Description of Issue

                    When playing Disco Elysium, graphics break outside the apartment and remain broken for the rest of the session, even if back inside. Saved the game outside, restarted, and graphics remained broken. Went inside, saved, restarted, and graphics were good until I once again went outside. Happens both on Android and Desktop (attached ...
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                    I wish sometimes users reported to devs instead a random reddit. Fixes "Find Mii" stage on SSBU if you have no custom mii.
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                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Save the value of "Limit Speed". Or at least per game.

                    Why would this feature be useful?

                    You know why.
                    Avatar
                    i thought closing it as not planned would change the existing close state, not add a second
                    kek 3
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                    GoldenX86_64 10/20/2023 3:34 AM
                    Bots
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                    Affected Build(s)

                    Mainline 1593

                    Description of Issue

                    Characters are not fully rendered and are missing some of their body. see !image This happens only on vulkan in this game. But also happens in Mario Golf Super Rush There are also some problems with Match Intro Cutscenes but i dont know if they ar...
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                    Affected Build(s)

                    Mainline 1594

                    Description of Issue

                    When playing Super Mario Bros Wonder, there is an issue where the game stops rendering entirely once you reach the world map. For some reason, this issue doesn't happen when the FPS

                    Expected Behavior

                    Game displays world map regardless of FPS

                    Reproduction Steps

                    Boot up the game (with patch mod), Enter a savefile (prefferably an existin...
                    2:23 PM
                    Super Mario Bros Wonder switches between double and triple buffered presentation modes in-game and in the world map. Decreasing the buffer count would almost always freeze, because we would end up freeing a preallocated buffer slot beyond the new max buffer count. This caused the game to continuously retry to dequeue that slot and fail. This ensures we don't free preallocated slots, and fixes buffer count tracking, preventing the game from freezing when transitioning.
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                    Build Notification BOT 10/20/2023 2:40 PM
                    Build #20231020.2 part of pipeline yuzu repository sync was manually stopped.
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                    Build Notification BOT 10/20/2023 3:08 PM
                    Build #20231020.3 part of pipeline yuzu repository sync was manually stopped.
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                    Available in Windows 10 1607+, and our minimum requirement is already 1809+
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Request to launch games by TitleID from the command line

                    Why would this feature be useful?

                    There are some games (e.g. Final Fantasy Pixel Remaster Collection) that display fine on the Switch, and within the Yuzu browser - however a frontend such as Launchbox can't open the games individually and instead just opens the first game (in this case FF1). As each game...
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                    Affected Build(s)

                    Early Access 3940

                    Description of Issue

                    While on the first cut-scene, after bowser touches the wonder flower, yuzu crashes. Reopening the game will crash after building a shader.

                    Expected Behavior

                    For the cut-scene to continue without crashing.

                    Reproduction Steps

                    1. Start SMBW 2. Go through the usual menus (Select User and Character) 3. Walk trough the intro level 4...
                    intel 2
                    Avatar
                    need to test this on anv I guess
                    Avatar

                    Issue

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Save the state of "Limit Speed" (aka "Unlock FPS"). Or at least per game.

                    Why would this feature be useful?

                    Some games require unlocked framerate.
                    Avatar
                    The previous version of this code was nested in a way that was causing Stop Emulation to raise the Confirm Exit dialog immediately.
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                    Affected Build(s)

                    Mainline 1595

                    Description of Issue

                    most of the graphics are missing !0100d36011ad4000_2023-10-21_12-09-35-515 [ 55.432320] Render.Vulkan video_core\renderer_vulkan\vk_pipeline_cache.cpp:CreateGraphicsPipeline:682: Failed to track bindless texture constant buffer is not implemented ### Ex...
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                    Affected Build(s)

                    1595

                    Description of Issue

                    While playing Super Mario Wonder - went into fullscreen mode and the rendering froze at the point of when I switched. Switching back does not make rendering continue.

                    Expected Behavior

                    Game rendering should continue uninterrupted when switching to fullscreen

                    Reproduction Steps

                    Start Super Mario Wonder Vulkan settings, GPU set to High accuracy...
                    6:29 AM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    1595

                    Description of Issue

                    When playing Super Mario Wonder - if you stop emulation and attempt to reload or just restart emulation - the game does not load.

                    Expected Behavior

                    When loading the game using proper settings as mentioned in 1595 release notes - the game should load fine each time without having to start a new session of the emu

                    Reproduction Steps

                    Load Super M...
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                    Issue

                    Base on the solution on : https://yuzu-emu.org/entry/yuzu-progress-report-sep-2021/ The new implementation of <> in /src/video_core/renderer_vulkan/vk_rasterizer.cpp Line 1024 bring the issue back since Release 1572 After merging : Vulkan: Implement Depth Bias Control https://github.com/yuzu-emu/yuzu-mainline/commit/6a1ecab2dde1db7d3183d9c98eda393341cca50b I suggest to test it using an Steam Deck. For the moment I will try to setup the environment for try to solve on...
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                    Affected Build(s)

                    1595

                    Description of Issue

                    Yuzu stating does not have permission to save new profiles, all other functions working, full permission granted through windows Relevant log [ 0.090227] Common.Filesystem common\fs\file.cpp:Open:282: Failed to open the file at path=C:\Users\chris\AppData\Roaming/yuzu/nand/system/save/8000000000000010/su/avators\profiles.dat, ec_message=permission ...
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                    Will this ever be merged
                    Literally 1 day old pr lmao
                    2:15 PM
                    1-day old mainline-merge pr
                    kek 2
                    Avatar
                    this is giving me brain damage
                    Avatar

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                    Affected Build(s)

                    Yuzu 1595

                    Description of Issue

                    Whenever you play a desert level in the game, the particle and trail effects start going nuts. a possible cause of this could be the sand dust waves in the background. A video showcasing this bug can be found [here](https://drive.google.com/file/d/1_xPGoTsgsKS14n...
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                    Toggle Renderdoc Capture was missing. I also patched the code so it won't crash in case this error happens as well.
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    The Nintendo Switch has the native functionality of switching between Handheld mode when battery powered and Docked mode when plugged into a dock. I'd like to be able to emulate this functionality on systems where it makes sense.

                    Why would this feature be useful?

                    This feature would be useful to save battery power on systems like the Steam Deck, while harnessing the ...
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                    The change I made in #11825 made it very apparent that the code for handling system resource tracking was completely broken. This fixes that by synchronizing all of KProcess, implementing necessary dependencies, and fixing up adjacent kernel code to be more accurate. Unfortunately I wasn't really able to split this up into separate commits because of how interdependent everything ended up being. Extensive testing is appreciated as this touches almost every aspect of process initialization....
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                    Affected Build(s)

                    Mainline 1595

                    Description of Issue

                    When launching Into the Breach, Yuzu gets to the Launching screen but then loads forever.

                    Expected Behavior

                    Should get to title screen

                    Reproduction Steps

                    Launch Into the Breach

                    Log File

                    yuzu_log(4).txt

                    System Configuration

                    CPU: AMD Ryzen 5 2600 Six-Core P...
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                    Build Notification BOT 10/21/2023 10:22 PM
                    Build #20231021.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Build Notification BOT 10/21/2023 10:23 PM
                    Build #20231021.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    10:23 PM
                    Build #20231021.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Affected Build(s)

                    Mainline 1595

                    Description of Issue

                    Vibration strength resets to 1 if you press Cancel after vibration test in settings.

                    Expected Behavior

                    Strength should be same as before.

                    Reproduction Steps

                    1. Go to Emulation -> Configure -> Controls. 2. Check vibration checkbox, it should be on. 3. Click Configure near vibration checkbox. 4. Check vibration strength values. By de...
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                    Currently any cheat with a name longer than 64 characters will fail. We should be clamping the name instead of failing.
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                    readInvocationARB needs all participating lanes to be active to return valid results if that lane's index is to be read from. The previous shfl_in_bounds condition could mask some lanes from participating, causing the data read from their invocation to be undefined. Instead, the shfl_in_bounds check should happen after all lanes participate in readInvocationARB to avoid undefined behavior. Verified to fix previously failing nxgpucatch tests. Likely fixes graphical corruption in ...
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                    Affected Build(s)

                    Android playstore version

                    Description of Issue

                    When playing on Yuzu Android, if I get a phone call and answer it, there is no audio when resuming the game. I have to restart the game for the audio to return

                    Expected Behavior

                    Game pauses when I switch to the phone app, and it resumes with audio after the call

                    Reproduction Steps

                    Answer a phone call when playing on Yuzu ...
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                    Affected Build(s)

                    Android playstore

                    Description of Issue

                    If I pause a game and then switch out of the android app, the game resumes automatically when I open the app again (even though I still have the option to "Unpause Emulation")

                    Expected Behavior

                    Game only resumes when ready for it and user presses "Umpause Emulation"

                    Reproduction Steps

                    Pause a game on Yuzu android, switch to anothe...
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                    Affected Build(s)

                    Mainline 1597

                    Description of Issue

                    When joining a multiplayer room for Smash Ultimate, then launching the game, yuzu just crashes if you have mods in the sdmc folder, even if they were disabled in Properties > Add-Ons > SDMC. This might also happen with other games, but I don't have any other games to test with.

                    Expected Behavior

                    I expect the game to simply launch. ### ...
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                    Affected Build(s)

                    EA 3942

                    Description of Issue

                    Mario wonder is crashing after selecting a character as it transitions to the level select.

                    Expected Behavior

                    Get to world screen

                    Reproduction Steps

                    !image Once selecting ok fps drops to zero and eventually crashes ![image](https://github.com/yuzu...
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                    Currently switch controllers need to wait for the reply of the controller. This takes time. Games like Mario Wonder love vibration. So you start feeling those little stutters from vibration. We can avoid this by using a queue and just returning a delayed vibration result.
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                    GitHub
                    Click to see attachment 🖼️
                    GoldenX86_64 10/22/2023 6:13 PM
                    wonder stutter fix
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/22/2023 6:21 PM
                    Fixes rumble stutter in other games too like:
                    • Red Dead Redemption
                    • Metroid Prime Remastered
                    • Fire Emblem: Three Hopes
                    Likely lots others that I'm forgetting or haven't encountered.
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                    Affected Build(s)

                    Mainline 1597

                    Description of Issue

                    Using a 1080 Ti and the game doesn't render properly using Vulkan. The issues for this (#6731, #8215) were closed because PR #11789 is supposed to fix the issue, but it doesn't. !277181674-9d185edb-386c-46b6-ac30-c92d10b9be60

                    Expected Behavior

                    Usin...
                    Avatar
                    Hey I'm trying to work on this issue because it seemed interesting, but I'm having some issues with QT. I've been using configure_camera.h/configure_camera.cpp as guides on how to implement this change, but for adding a testing speakers button on the GUI. I've already gotten the button on the GUI, but now I'm working on the functionality when you click on that button. I'm not getting any audio devices to populate when I call availableDevices, I've googled around and this seems to be the only QT way to do it, but I could wrong. Ignore the formatting for it, because it's working so I haven't fixed that yet. I've attached a picture to what I've been working on so far as well Git Issue: https://github.com/yuzu-emu/yuzu/issues/11813 Files Referenced: configure_camera.h /.cpp, configure_audio.h/.cpp Specific Lines Of Code: const QList<QCameraInfo> cameras = QCameraInfo::availableCameras(); -> Gets all available cameras in the system QList<QAudioDeviceInfo> audioDevices = QAudioDeviceInfo::availableDevices(QAudio::AudioOutput); -> Should get all audio outputs in the system(My code not working, not giving me any audio outputs) (edited)
                    Is there an existing issue for this? I have searched the existing issues What feature are you suggesting? It would be useful with a "Test speakers" button in: Why would this feature be us...
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                    @SilentNight instead of using Qt to enumerate audio devices, use the selected audio backend (none / auto / cubeb / sdl)
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                    Avatar
                    Pharynx
                    @SilentNight instead of using Qt to enumerate audio devices, use the selected audio backend (none / auto / cubeb / sdl)
                    👍 I'll look into it, and ask again when I get confused
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    The ability to bind mulitple keys to a single botton when using keyboard or keyboard and mouse

                    Why would this feature be useful?

                    Take TOTK for example, I want to bind the Left Dpad to Ctrl, Up Dpad to Z and Right Dpad to Alt for ease of switching because right stick/mouse is to control the switch This causes problem when trying rotate object with utlrahand.
                    Avatar
                    Yeah audio's a bit awkward, you have to temporarily open the device ahead of time in the config, without knowing the settings the game will use. I think I already do that somewhere though...
                    11:45 PM
                    Although to be honest the only thing that changes is the channel count I think, which we could always match to the device channel count and then just open the stream ahead of time.
                    11:45 PM
                    But that's a major rewrite kind of thing to try and do that
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    about EA3650&every newer version

                    Description of Issue

                    After long time of update, a lot of translation is missing (new features like "Tools-Amiibo" or options in emulator settings), they simply display in english no matter what interface language is chosen

                    Expected Behavior

                    All text is displayed in user selected language, for example Simplified Chinese ### Reproduction Steps...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I try to use my 3 ps4 controller and have same issue its not working in some games like blazblue cross tag battle and Disgaea 4 that i dump in my switch to test on my android phone .. but some games works like ys origin or god eater 3..

                    Why would this feature be useful?

                    Ps4 controller is much better controller for old gen gamer and for also who have only ps4 cont...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I would like the PS4 joystick to not connect twice depending on whether it is connected via bluetooth or cable. If the joystick has the same MAC address, it should automatically reconnect when I connect it via cable.

                    Why would this feature be useful?

                    It is useful because sometimes I want to charge my joystick and I have to reconfigure everything, it would be more us...
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                    FindBuffer calls are required to do be wrapped in a do/while loop due to the fact that existing buffers can be deleted on resize to accommodate a new overlapping range. We have to go back and get the new buffer id for previously-set buffers in that case. This is already done for graphics buffers, but is missing for compute. Also adds some more cache locking in the rasteriser which seems to be missing.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1956

                    Description of Issue

                    On Steam Deck, works about half the the time, the other half of the time crashes. with vulkan, crashes during inital launching with opengl, crashes during the black transition screen after initial launching

                    Expected Behavior

                    should launch normally

                    Reproduction Steps

                    Cannot find a way to reliably reproduce the issue. Usually ha...
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    android 110 rev 08f25c119 (20231023)

                    Description of Issue

                    When trying to play Super Mario Wonder there seems to be some sort of screen flickering. https://github.com/yuzu-emu/yuzu/assets/144336417/3d49f9e1-dab3-4018-aea4-fc95f22c43c9 Also when checking out the logs, they seem to be well over 100 megs for less than 5 minutes of gameplay. They're full of: [ 39.262578] Rende...
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                    Theoretically fixes #11853 by applying the robust workaround to Pascal as well cc @bowlofspiders
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                    Build Notification BOT 10/23/2023 2:34 PM
                    Build #20231023.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:34 PM
                    Build #20231023.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Build Notification BOT 10/23/2023 2:36 PM
                    Build #20231023.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Needed for IScreenShotService::SaveEditedScreenShotEx1. This function seems to be the first one to have three buffer index. I'm not sure if this change is correct or not but works perfectly fine. const auto application_data_buffer = ctx.ReadBuffer(0); const auto image_data_buffer = ctx.ReadBuffer(1); const auto thumbnail_image_data_buffer = ctx.ReadBuffer(2);
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android v110

                    Description of Issue

                    As tittle says MSAA image download not implemented Also The game has a texture bug when reaching places where there are swamps !Screenshot_20231023-135821_yuzu ![Screenshot_20231023-135811_yuzu](https://github.com/yuzu-emu/yuzu/assets/4172898/d07d0e9e-660d...
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                    @emufan4568 ^
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                    I was looking at that for a different game before as well, but is that even possible?
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                    I wonder if this is an android specific bug, though turnip makes that unlikely
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                    I couldn't see Vulkan having any way to actually download an MSAA image
                    9:30 PM
                    So I don't know how a game would be reading the data
                    Avatar
                    A simple way would be to convert it to a non-msaa and then download, but we can also use a shader to write it directly to a storage buffer
                    Avatar
                    That won't really work though because the local footprint is larger
                    9:31 PM
                    In memory it'll have e.g 2 samples in x right? So you'd have to do manual work duplciating the width out or something?
                    Avatar
                    Thats true but I dont see any issue with that, we can allocate a buffer thats image_size * samples_x * samples_y
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                    Vulkan doesn't allow copying an image to a buffer with samples != 1
                    9:32 PM
                    VUID-vkCmdCopyImageToBuffer-srcImage-07973 srcImage must have a sample count equal to VK_SAMPLE_COUNT_1_BIT
                    Avatar
                    We can read the image from a compute shader and copy the result to a storage buffer tho, cant we?
                    Avatar
                    Yeah, I guess.
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                    Thats assuming the game actually uses the result however. Many games do msaa uploads, but all those that Ive seen are garbage (edited)
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                    Just seems awkward. Does the game really need to read it back tho? Why is it even doing that without a resolve?
                    9:34 PM
                    I wonder where it's coming from though, maybe it's just trying to downlaod it when it's getting GC'd or something because it's marked gpumodified, and maybe it's not even required.
                    Avatar
                    Just a guess but games may be using msaa rendering to fake rendering at higher resolutions, by converting it to non-msaa without resolve. For uploads/downloads I dont know though (edited)
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                    Maide
                    I wonder where it's coming from though, maybe it's just trying to downlaod it when it's getting GC'd or something because it's marked gpumodified, and maybe it's not even required.
                    If that's the case then the error should be ignorable. But needs to be seen by looking at the game
                    Avatar
                    Yeah, I'd want to see what code is hitting it
                    9:36 PM
                    In the same way that I think it's pretty safe to ignore the upload
                    9:36 PM
                    Since it's usually just a transient render target
                    Avatar

                    Issue

                    Issue

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Save the state of "Limit Speed" (aka "Unlock FPS"). Or at least per game.

                    Why would this feature be useful?

                    Some games require unlocked framerate. Most settings can be used per-game while this one can not (which is kinda weird).
                    Avatar
                    another duplicate...?
                    Avatar
                    Avatar
                    emufan4568
                    We can read the image from a compute shader and copy the result to a storage buffer tho, cant we?
                    heh
                    11:26 PM
                    you cant on all gpus
                    11:26 PM
                    on adreno theres no way
                    Avatar
                    I know certain mobile gpus dont support shaderStorageImageMultisample, so the current shaders will need to be converted to draws to fully support everything. Is there a driver bug stopping adreno from reading an msaa image with a sampler tho? (edited)
                    Avatar
                    Avatar
                    Pharynx
                    another duplicate...?
                    Its the same person spamming our issue tracker
                    Avatar
                    I experienced seemingly random shutdown crashes about 10% of the time and seemingly duplicated objects in the game list when shutting down games more than 50% of the time. This is another result of the play time PR, which fully reloads the game list on shutdown. It turns out there is a really annoying behavior of Qt: when an object is disconnected or destroyed, any messages from that object which are still queued in slots (but not yet delivered) will still get delivered. This led to messag...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Would like to add a management to manage all UPD and DLC installed.

                    Why would this feature be useful?

                    This feature allows you to quickly see all the UPD and DLC that have been installed to the nand. If I am no longer playing a game, this feature allows you to quickly remove the corresponding UPD and DLC after the game itself has been removed.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1598

                    Description of Issue

                    Black circle rendering during Egg Fortress Act 2 using Vulkan API and GTX 1060 6GB GPU: !image The same errors occurs entering in the "ingame store" with robot face.

                    Expected Behavior

                    No black circles/normal rendering

                    Reproduction Steps

                    Go thr...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    How do I play games online using yuzu on android I'm currently using an Samsung galaxy s23 ultra Here is an sample from the settings file: [Network]

                    Name of the network interface device to use with yuzu LAN play.

                    e.g. On *nix: 'enp7s0', 'wlp6s0u1u3u3', 'lo'

                    e.g. On Windows: 'Ethernet', 'Wi-Fi'

                    network_interface = (wich one do I choose) If it's not pos...
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 3940

                    Description of Issue

                    I play Mario Bros. Wonder since Friday and yesterday it started crashing in every Level. I changed every Settings I know, I updated my Graphics Driver and installed every Update.

                    Expected Behavior

                    It dont crashes

                    Reproduction Steps

                    Play Mario Bros. Wonder on yuzu with an Internal Graphicskard

                    Log File

                    [yuzu_log.txt](https:/...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    N/A

                    Description of Issue

                    Hello, I found multiple security issues in Yuzu that could be chained to execute code outside the emulator when running a malicious homebrew. Could you create a Security Advisory to share the details in pri...
                    12:15 PM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    A setting that makes Yuzu automatically pause when the window is not focused.

                    Why would this feature be useful?

                    I would find this extremely useful as I use playnite and steam big picture, and when focusing either Yuzu is still capturing inputs which can lead to unintended happen-ings in the game.
                    1:18 PM
                    Tbh there's only a single case where security in an emulator like this matters
                    1:19 PM
                    And that's if it has bugs that degrade the security of online games
                    Avatar
                    I think it's good to get the reports, nonetheless
                    1:40 PM
                    If we can address it or mitigate it at no cost, then it's worth the trial.
                    Avatar
                    None of it's actionable, so I don't think so.
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                    Do you have the reports?
                    Avatar
                    I got reports before about how address space validation for fastmem is disabled
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                    Yeah that's optional
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                    which means you can write to whatever you want by constructing a guest pointer
                    1:41 PM
                    the validation is optional, but disabled by default for speed
                    Avatar
                    We could try to enable it on unverified NSPs and always on homebrew
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                    no, there's a much better way
                    1:42 PM
                    just verify the ncas that are being run
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                    Verify how?
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                    through the integrity romfs storage
                    1:43 PM
                    and the nca header signature
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                    For NSP, it's fine, for homebrew, somebody could insert malicious code in them
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                    Yeah, the issue specifically says homebrew
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                    I really don't care about someone inserting arbitrary code in homebrew
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                    I do though, as many unofficial game ports from decompiled sources are becoming a thing and we support Android
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                    I'll insert some presents in the Wind Waker decomp just for you Blink
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                    You want to play enhanced Super Mario 64 on Android? Yuzu may be the only option unless a native port exists
                    Avatar
                    Avatar
                    Maide
                    I'll insert some presents in the Wind Waker decomp just for you Blink
                    Uff that decomp is like decades away considering how slow Twilight Princess has been going
                    Avatar
                    Nah WW is going lightspeed atm,
                    Avatar
                    Well when things start, that's usual, specially since you can take a thing or 2 from TP decomp
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                    Way more interest in the game than TP, and it yoinks msot of what TP already figured out.
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                    It will slow down eventually
                    1:47 PM
                    I'm actually surprised there's that much interest
                    Avatar
                    Yeah it'll be ages for sure, I was just saying when the switch port happens, I'll make sure you have stuff to debug 🙂
                    1:48 PM
                    WW is one of the most replayed/active games in the series isn't it?
                    1:48 PM
                    And most well-liked
                    1:49 PM
                    I don't think it's that unusual
                    Avatar
                    Compared to TP, not as much.
                    1:51 PM
                    TP has a bigger fanbase. Nintendo specifically designed TP for North American / Europe fans. My people in the west disliked WW's art style.
                    1:51 PM
                    But tbh, WW aged better than TP
                    Avatar
                    maybe when it came out
                    1:51 PM
                    ww is looked back on quite fondly now
                    Avatar
                    TP looks old AF where WW does still keeps it's charm.
                    1:52 PM
                    Plus cel shading was not as welcome back then.
                    Avatar
                    No shot TP has a bigger fanbase, only 100 people ever even played that game.
                    Avatar
                    Avatar
                    Maide
                    No shot TP has a bigger fanbase, only 100 people ever even played that game.
                    that multiplied by 100,000 (edited)
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/24/2023 1:57 PM
                    TP was the highest selling game before BotW
                    Avatar
                    Released in May 2023, the latest release in The Legend of Zelda series, Tears of the Kingdom, was an instant hit.
                    Avatar
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ
                    TP was the highest selling game before BotW
                    well nope, OoT has been the biggest selling game before BotW
                    Avatar
                    TP numbers were faked by Nintendo to save the series.
                    kannawhat 1
                    👆 1
                    2:01 PM
                    Because the real 0.1 looked bad
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/24/2023 2:01 PM
                    Every source except that one I've seen put TP as the highest
                    2:03 PM
                    pensbe
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                    Maide
                    TP numbers were faked by Nintendo to save the series.
                    Avatar
                    Avatar
                    Blinkhawk
                    If we can address it or mitigate it at no cost, then it's worth the trial.
                    No point
                    4:45 PM
                    Fixing bugs gives a false impression that it's something that's cared about
                    4:46 PM
                    Which is much worse
                    Avatar
                    Did you get your nvdrv decomp back yet ByLaws? ):
                    Avatar
                    I don't think I ever tried to
                    4:47 PM
                    But uh
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                    Wut? You said before you deleted it
                    Avatar
                    I'm at uni now so can't access my pc anyway
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                    Maide
                    Wut? You said before you deleted it
                    Yeah
                    Avatar
                    Wasn't that nvdrv?
                    Avatar
                    Like I never tried to get it back
                    Avatar
                    I think I may still have a copy
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Mainline 1599

                    Description of Issue

                    Mario Kart 8 is not loading the Mii list so I'm not able to continue. !Captura de ecrã 2023-10-24 211155

                    Expected Behavior

                    Mario Kart 8 loads the Mii list to be able to choose.

                    Reproduction Steps

                    Open Mario Kart 8. Click L + R to start. ### ...
                    kek 3
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1599

                    Description of Issue

                    During Chapter 1, Verse 5, the game will play as expected until reaching the end of the building surfing segment. In the cutscene following this segment, the game will freeze and crash at the exact same point. !Screenshot (19) After crashing, relaunc...
                    Avatar
                    https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkApplicationInfo.html
                    Vulkan 1.0 implementations were required to return VK_ERROR_INCOMPATIBLE_DRIVER if apiVersion was larger than 1.0. Implementations that support Vulkan 1.1 or later must not return VK_ERROR_INCOMPATIBLE_DRIVER for any value of apiVersion.
                    ...
                    The Khronos validation layers will treat apiVersion as the highest API version the application targets, and will validate API usage against the m...
                    9:09 PM

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                    Affected Build(s)

                    yuzu 1599

                    Description of Issue

                    With the new confirm with stopping emulation option, on the default setting of always ask if you close a game that its set not to stop both of the confirm stop and game has requested not to exit messages will pop up after clicking yes on the first one the game will exit then the 2nd one will appear and clicking yes on the second message will reload t...
                    Avatar

                    Issue

                    desert area levels seems has vertex explosion happening for split second than fixed up. it doesn't make game unbeatable but it is worth to document for future referance and future devs interest. provide the consistent method to reproduce easily. how to get in problemtic level in save https://github.com/yuzu-emu/yuzu/assets/66776795/a0a53489-5c84-4971-8945-edc134369df4 how do you reproduce and bug looks like https://github.com/yuzu-emu/yuzu/assets/66776795/ab9bdf73-0b0c...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Mainline 1599

                    Description of Issue

                    Saving does not work. Somehow I was able to save and load - saved several times to different storages and saveslots, i can't reproduce it now - tried save in different storages and saveslots, you can't load anyway, games says there none saves.

                    Expected Behavior

                    Saving should work properly

                    Reproduction Steps

                    1. Start game. 2. Get to ...
                    Avatar
                    Danylo at Mesa whos been helping out fixing the turnip a730 variants crashes with emulators, made a query that is probably best for you devs to answer. Just letting you know. https://gitlab.freedesktop.org/mesa/mesa/-/issues/9982#note_2141323 (edited)
                    Describe the issue I have been receiving reports from the community of the Nintendo Switch emulators, specifically those using Skyline/Strato and...
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                    Avatar
                    KIMCHI
                    Danylo at Mesa whos been helping out fixing the turnip a730 variants crashes with emulators, made a query that is probably best for you devs to answer. Just letting you know. https://gitlab.freedesktop.org/mesa/mesa/-/issues/9982#note_2141323 (edited)
                    Btw, does Yuzu have a way to record graphics api calls game is making in order to replay them without the game itself
                    no, we depend on gfxreconstruct to do this
                    Avatar
                    Thanks, i'll have him know
                    Avatar
                    the reason we don't have something like dolphin's fifoplayer is because of the complexity of capturing an interface to an nvidia gpu that way
                    👍 1
                    Avatar
                    Unsplit and prefer system stb headers. Also use stbi_write_png_to_func() from the public API instead of the private internal function stbi_write_png_to_mem(). Sadly stb_dxt.h cannot be unbundled because its' a modified version.
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                    Adds helpers that cap the access size to avoid reading and writing off the end of the buffer bounds. Also removes some unconditional UB in SetSockOpt (??) where we tried to read 16 bytes from an 8 byte buffer.
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                    !yuzu_log.txt In the early access 2921a2426, motion controls don't work when you tilt the device left and right.
                    Avatar

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                    Affected Build(s)

                    Mainline 15ddd882d

                    Description of Issue

                    When i boot Witcher 3, there are several graphical glitches that makes the game unplayable. Even when i set the accuracy level to High. !Screenshot_2023-10-25-22-58-41-952_org yuzu yuzu_emu ![Screenshot_2023-10-25-22-58-41-952_org yuzu yuzu_emu](h...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Hello, if I understand correctly, there is no DirIcon in your AppImage. It doesn't allow my AppImage manager(zap) to integrate it. Could you please add an icon? Thanks!

                    Why would this feature be useful?

                    AppImage best practices are respected and the AppImage can be directly integrated.
                    Avatar

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                    Affected Build(s)

                    Android 113

                    Description of Issue

                    God Eater 3 force close on loading screen

                    Expected Behavior

                    !Screenshot_2023-10-26-15-07-41-932_org yuzu yuzu_emu # https://github.com/yuzu-emu/yuzu/assets/45186967/ad05d268-1884-4715-901d-d6c792d7b697 ![Screenshot_2023-10-26-15-07-37-338_org yuz...
                    Avatar

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                    Affected Build(s)

                    Early Access 3949

                    Description of Issue

                    The mii editor is crashing on Vulkan with my 7800 XT, it works perfectly on OpenGL. Here is a screenshot of another issue, Miis have graphical errors on Vulkan. FW is 16.1.0 !Capture d'écran 2023-10-26 121150 This also make Super Smash Bros. U...
                    11:05 AM

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                    Affected Build(s)

                    Mainline 1442 onwards

                    Description of Issue

                    Hi guys. I was wondering if anybody is finding similar texture glitches in Xenoblade Chronicles 3 and knows how to fix them. They started appearing with beginning of August builds, 24th Aug to be exact (mainline build 1441 is the last one working fine) and no matter what I try I can't find a way to fix them. I purged all shaders and c...
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                    Removes use of QSettings, inih, and ini4j in favor of SimpleIni. Qt, yuzu-cmd (SDL), and Android now use the same reading and writing logic for all settings. We keep QSettings for saving/loading Qt window state which is now in window-state.ini within the config folder. This is my last major blocker before introducing per-game settings and addon management to Android.
                    🎉 8
                    Avatar

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                    Affected Build(s)

                    android-v113

                    Description of Issue

                    yuzu runs with black screen with new qualcomm drivers like v744. The driver works perfectly with any other emulator that uses vulkan such as citra vulkan, aethersx2, dolphin, vita3k, PPSSPP, retroarch, Skyline, strato, egg ns. Only yuzu has this problem Yuzu ![Screenshot_20231026-131231](https://github.com/yuzu-emu/yuzu/assets/4172898/aa53...
                    Avatar

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                    Affected Build(s)

                    Android 113

                    Description of Issue

                    When running a game in portrait mode, gyro controls are still mapped to the landscape orientation.

                    Expected Behavior

                    Gyro controls should be mapped to the orientation of the device.

                    Reproduction Steps

                    Run any game that uses motion controls in portrait mode. I am using Pokemon: Let's Go Eevee!

                    Log File

                    I'm not sure how to get a log...
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                    Fixes the regression caused by #11880 and implements SaveCurrentScreenshot. This function is a bit more complicated from the others since the game doesn't provide the image data. This allows to take screenshots on Pokémon Scarlet on the latest game update. !0100a3d008c5c000_2023-10-26_17-15-17-000
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                    When swizzle is invalidated we need to update the whole viewport state. Swizzle dirty state is never checked and could never work anyway. Fixes #9368
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                    Many OpenGL games allocate and render into a 1080p backbuffer regardless of whether the console state is docked or handheld, and simply adjust the size and location of the region they are rendering to. The final pass flips the image and renders to the bottom of the RT instead of the top, but we were always rendering to the top because we calculated flips based on the viewport height instead of the RT height. I'm not really confident in this change, but it seems to match hardware testing.
                    Avatar

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                    Affected Build(s)

                    Early Access 3949

                    Description of Issue

                    The texture of some objects and characters is partially black. Moving the camera or rotating the characters makes some textures work again and others turn black too. It's worth noting that I'm using the Vulkan API. I did a test changing to OpenGL and it got completely worse. It becomes unplayable. I did several tests changing different gra...
                    Avatar

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                    Affected Build(s)

                    same as title

                    Description of Issue

                    My graphics card is relatively old. How can I set it up to successfully start the yuzu emulator? Do you have any recommended settings?

                    Expected Behavior

                    same as title

                    Reproduction Steps

                    ./yuzu/squashfs-root/AppRun

                    Log File

                    ioctl (GFEATURE): Invalid argument ioctl (GFEATURE): Invalid argument ioctl (GFEATURE): Invalid argume...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    same as title

                    Description of Issue

                    Yuzu crashed when I was running the game and I couldn't see any error message in the log. Can anyone help me? thanks a lot

                    Expected Behavior

                    same as title

                    Reproduction Steps

                    same as title

                    Log File

                    [ 0.080444] Input input_common/drivers/udp_client.cpp:UDPClient:139: Udp Initialization started [ 0.080459] Input input_comm...
                    Avatar
                    Makes the compiler balance reference counts when processing slots. I wanted to use std::optional for this as well, but it actually ended up requiring more code to do that then just manually implement the optional functionality.
                    Avatar
                    Help I wanted to try something but I have this pesky submodule issue
                    6:14 PM
                    Cant get this to go away
                    6:14 PM
                    Whats the best way of refetching everything?
                    Avatar
                    git submodule update --init --recursive
                    Avatar
                    and if it still doesn't work, try git submodule sync
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                    Maide
                    git submodule update --init --recursive
                    That worked. Thank you
                    Avatar
                    Damn is it normal that the build takes foooorever?
                    7:50 PM
                    Full build
                    Avatar
                    it takes me a few minutes but I have high end hardware
                    Avatar
                    My hardware isnt that bad either 5700x Maybe thats not good enough tho
                    Avatar
                    Narr the Reg 10/28/2023 8:17 PM
                    30 minutes with a 3400g
                    8:17 PM
                    A bit more if you need to download externals
                    Avatar
                    Takes 10 mins max on my 5600x
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 15ddd882d

                    Description of Issue

                    When enabling the motion controls on the options menu. Gyroscope does work but doesn't properly register the left and right directions when i tilt the device, however it works when i tilt it up and down.

                    Expected Behavior

                    It should detect motion wherever i tilt my phone

                    Reproduction Steps

                    Simply enable gyro under motion contro...
                    Avatar
                    Avatar
                    t895
                    Takes 10 mins max on my 5600x
                    Sounds about right yeah
                    Avatar
                    Reintroduces the changes made by @bylaws in #9535 These changes were reverted due to causing graphical issues in Marvel's Ultimate Alliance in Vulkan, which I am not able to reproduce anymore. Ironically, they fix rendering for this title in OpenGL | Before | After | | -------|------| !gl_broken | !gl_fixed
                    Avatar
                    I added volume control by scrolling over the volume button at the bottom But I am not sure where I should place the code for the button. Just putting it in main.h feels odd
                    Avatar
                    main.cpp is the usual ball of mud new frontend features get added to
                    Avatar
                    Might have found a less messy way
                    11:22 PM
                    Nvm qt making it complicated
                    Avatar
                    Is 1% volume +/- too small for one scroll? Should it jumpe 2% per scroll or even more? I think its nice to be able to jump in 1% steps but maybe thats too slow
                    Avatar
                    logarithmic with scroll duration?
                    Avatar
                    Math is not my strong point. How would I do that?
                    Avatar
                    default 1%, for each 50ms of continued scroll input multiply scroll amount by 2
                    11:46 PM
                    idk
                    11:46 PM
                    maybe 100ms
                    Avatar
                    Okay I will try something like that If QT gives me enough info for that
                    Avatar
                    I mean, you get a scroll event, presumably?
                    Avatar
                    A QWheelEvent yeah
                    Avatar
                    set a timer that expires after X ms that clears the last scroll time and reset the timer every time you get a scroll input
                    Avatar
                    Are there any specific timers we use? Id just use a QTimer otherwise
                    11:59 PM
                    Ah main.h already uses QTimers
                    Avatar
                    Think I figured something out Feels okay
                    Avatar
                    With Tobi's suggestion. I'm posting my UI update here. I finished coding the Yuzu UI changes in CSS. I can show a jpg image of what it looks like here?
                    Avatar
                    This simply adds a way of changing the volume by scrolling when hovering over the volume button in the UI without having to click it. Volume changes faster with longer scroll duration up to a cap. First time ever contributing to open source so any feedback welcome.
                    Avatar
                    Avatar
                    GitHub
                    Click to see attachment 🖼️
                    Mine (edited)
                    1:01 AM
                    As in my PR
                    Avatar
                    Avatar
                    Pharynx
                    set a timer that expires after X ms that clears the last scroll time and reset the timer every time you get a scroll input
                    Implemented it that way if I understood you right.
                    Avatar
                    looks reasonable
                    Avatar
                    Avatar
                    redstar0
                    With Tobi's suggestion. I'm posting my UI update here. I finished coding the Yuzu UI changes in CSS. I can show a jpg image of what it looks like here?
                    yes
                    Avatar
                    Force enables the Nvidia OpenGL threaded optimizations using the environment variable flag
                    Avatar
                    Avatar
                    redstar0
                    With Tobi's suggestion. I'm posting my UI update here. I finished coding the Yuzu UI changes in CSS. I can show a jpg image of what it looks like here?
                    Sounds exciting 👀
                    Avatar
                    Narr the Reg 10/29/2023 1:48 AM
                    Nice. It will be interesting to achieve the same with Qt
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1602

                    Description of Issue

                    during gameplay missing the water and the background has flashing vertex's explosions !0100afe012ba2000_2023-10-29_14-33-58-008 !0100afe012ba2000_2023-10-29_14-35-07-848...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 3949

                    Description of Issue

                    Game always crashes when trying to load the initial cutscene in Chapter 3. It looks like it's a bad shader being built, which results in yuzu instacrash if you try to restart the game with the bad shader in your cache. If you purge the shaders cache, you are able to get back in the game.

                    Expected Behavior

                    No crash. ### Reproduction Ste...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 15ddd882d

                    Description of Issue

                    After playing for 5 minutes, Red Dead Redemption force closes the emu in normal accuracy level.

                    Expected Behavior

                    It shouldn't crash.

                    Reproduction Steps

                    Play the game in normal accuracy level.

                    Log File

                    yuzu_log.txt

                    System Configuration

                    CPU: SD 855 GPU...
                    Avatar
                    Build Notification BOT 10/29/2023 3:24 PM
                    Build #20231029.1 part of pipeline yuzu patreon stage2 was manually stopped.
                    Avatar
                    Build Notification BOT 10/29/2023 3:26 PM
                    Build #20231029.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    3:26 PM
                    Build #20231029.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 10/29/2023 3:35 PM
                    Build #20231029.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    3:35 PM
                    Build #20231029.6 part of pipeline yuzu patreon stage1 was manually stopped.
                    3:35 PM
                    Build #20231029.5 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    We were getting logcat spam from incorrect assumptions about how android uri's worked. Here I add the hooks into Kotlin code that let us check for parent paths correctly and prevent the log spam we saw when loading the games list. This does fix our previous assumption, but in the future I should create an all-encompassing solution where we keep track of each tree uri for the directories that we're allowed to search. We actually can't get the parent of a uri only with a single file's uri. F...
                    Avatar
                    @Pharynx Sorry for the delay on this
                    Avatar
                    love you
                    4:52 PM
                    and that's fair, it's a big change
                    Avatar
                    Could someone please redo the builds: https://github.com/yuzu-emu/yuzu/pull/11903
                    This simply adds a way of changing the volume by scrolling when hovering over the volume button in the UI without having to click it. Volume changes faster with longer scroll duration up to a cap. ...
                    👍 1
                    Avatar
                    Avatar
                    GitHub
                    Click to see attachment 🖼️
                    Also after struggling with yuzu-cmd builds (with a ton of help from byte) for a while, this is ready for review
                    Avatar
                    Avatar
                    FrozenAra
                    Could someone please redo the builds: https://github.com/yuzu-emu/yuzu/pull/11903
                    you pushed a version that reverted all of your changes
                    Avatar
                    Avatar
                    Pharynx
                    you pushed a version that reverted all of your changes
                    Oh thats not good
                    7:20 PM
                    I f up my rebase
                    Avatar
                    Avatar
                    FrozenAra
                    I f up my rebase
                    you did it again
                    Avatar
                    Yeah working on it lol
                    7:25 PM
                    Okay I think I fixed it No rebase though
                    7:25 PM
                    Dont know what went wrong there
                    Avatar
                    Avatar
                    Pharynx
                    you did it again
                    Okay had a mistake in my rebase Should be good now. Could you check?
                    Avatar
                    This is needed for Android so that the present manager can detect the surface loss condition and retry without getting stuck in an infinite loop.
                    Avatar
                    Avatar
                    FrozenAra
                    Okay had a mistake in my rebase Should be good now. Could you check?
                    yes, it's fine now
                    Avatar
                    Avatar
                    Pharynx
                    yes, it's fine now
                    Thank you
                    Avatar
                    While testing applets I noticed we run out of handles. Make sure to close all KEvents on all services.
                    Avatar
                    GoldenX86_64 10/29/2023 8:13 PM
                    gotta keep tradition and open all the PRs at the end of the month
                    Avatar
                    Does that keep happening?
                    Avatar
                    Narr the Reg 10/29/2023 8:17 PM
                    All the time. Golden loves it.
                    Avatar
                    I was about to ask why But is it because of the blog?
                    Avatar
                    GoldenX86_64 10/29/2023 8:21 PM
                    yes
                    Avatar
                    Some time I wanna work on something big enough to appear in the blog Probably not anything graphics related
                    Avatar
                    GoldenX86_64 10/29/2023 8:37 PM
                    i will see to it
                    Avatar
                    While investigating #11900, I found that the map handles are actually opened when preallocated buffer slots are allocated and held until they are cleared. This matches that behavior and adds a wrapper with better aesthetics.
                    Avatar
                    I love yuzu so this is a great way to support it as well as working on improving my code reading skills
                    8:49 PM
                    Would love to get into the hardware side at some point Gonna stick to UI for now though.
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/29/2023 8:56 PM
                    Looking forward to it ExcitedCatBlob
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1604

                    Description of Issue

                    Inconsistent color bright change using Vulkan API and Accuracy on Extreme with CPU Auto. Async Shader Cache is on. Same behavior for all worlds. https://github.com/yuzu-emu/yuzu/assets/20247714/3ac3ede0-88e2-4960-868f-34a2fc57381c

                    Expected Behavior

                    No flickering colors (bright)

                    Reproduction Steps

                    Go to any world from HUB wo...
                    Avatar
                    This is a less-aggressive revival of a previous effort by @Kelebek1 to synchronize KPageTable, which does not go so far as to fundamentally change the way mappings work. After finding #11766, I wanted to make sure that we did not have any more subtle issues lurking here, and to add all remaining functionality -- the only thing not implemented now is unsafe memory.
                    Avatar
                    When do you want me to apply UI changes to Yuzu? Is there a coder I need to contact or do you want me to start working on the code myself?
                    Avatar
                    Narr the Reg 10/29/2023 11:10 PM
                    We don't have anyone specialized in UI changes for PC. So ideally you need to add the code.
                    this 1
                    Avatar
                    Qt is a nightmare, I pray for anyone who specializes in that
                    Avatar
                    Sure thing. I can add the code myself. Is the current code available on Github? What would I need to check on the changes?
                    Avatar
                    Build Notification BOT 10/29/2023 11:47 PM
                    Build #20231029.8 part of pipeline yuzu patreon stage1 was manually stopped.
                    11:47 PM
                    Build #20231029.9 part of pipeline yuzu patreon stage1 was manually stopped.
                    11:48 PM
                    Build #20231029.10 part of pipeline yuzu patreon stage1 was manually stopped.
                    11:48 PM
                    Build #20231029.11 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Deserializing games from the cache in shared preferences was done on the main thread and could cause a stutter on startup.
                    Avatar
                    Companion PR to #11912. Graphic buffers get leaked on exit because of a reference cycle, and the way Android breaks this cycle is requiring the consumer to explicitly disconnect itself when the system is ready to shut down.
                    Avatar
                    Build Notification BOT 10/30/2023 3:44 AM
                    Build #20231030.1 part of pipeline yuzu patreon stage1 failed.
                    Avatar
                    I'm figuring out the open source code I pulled from Github. Any recommended coding engines? Or is there a Yuzu test version I should look for? Does it have to be Clang 10? I see 18 on their official site. (edited)
                    Avatar
                    Narr the Reg 10/30/2023 5:04 AM
                    Not sure if 18 works. But clang 17 should work
                    Avatar
                    What I'm going to do is just focus on the main screen. I found out the Switch has over 4,500 games. I'll get the grid layout first.
                    Avatar
                    Since we don't have controller remapping on android at the moment, we shouldn't be trying to handle each controller slot automatically like this. In some cases android can pick up input devices that a user doesn't want to control yuzu with and we end up forwarding their actual controller inputs to a disconnected controller. This will stay hardcoded to the player 1 devices until we can get remapping in order.
                    Avatar
                    Narr the Reg 10/30/2023 5:11 AM
                    rip multiplayer support
                    Avatar
                    I'd like to help out with Multiplayer coding after the UI changes. (I was working on a Zbattle/SNES UI) One step at a time. I'm learning how Cmake works.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    HEAD

                    Description of Issue

                    Testing out some new functionality of OSV-Scanner has identified that a couple of the submodules in use are at vulnerable commits: ``` $ go run ./cmd/osv-scanner -r ../yuzu/ Scanning dir ../yuzu/ Scanning /home/apollock/yuzu/ at commit eec3d356b69711b34145d16e669e25403880774e Scanning submodule externals/lib...
                    Avatar
                    Avatar
                    Narr the Reg
                    rip multiplayer support
                    Multiplayer? On Android? kek
                    6:33 AM
                    As if
                    Avatar
                    Avatar
                    Moonlacer
                    Multiplayer? On Android? kek
                    Honestly didn't know that we technically supported it until an hour ago
                    6:35 AM
                    I'm gonna reopen that PR from before with multiplayer fixed and all
                    Avatar
                    We definitely should in the future, obviously
                    6:36 AM
                    Would love to have the ultimate phone/SSBU/MK8D machine just ready to go
                    6:36 AM
                    Hook up to a dock and boom, fun all around
                    Avatar
                    That'd be sick
                    Avatar
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                    Moonlacer
                    Would love to have the ultimate phone/SSBU/MK8D machine just ready to go
                    Just install android on switch
                    Avatar
                    Added missing preprocessor macros for macOS analog to linux and freebsd
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1603

                    Description of Issue

                    When I play Zelda BOTW, the water looks like milk. !01007ef00011e000_2023-10-30_14-01-22-661 !01007ef00011e000_2023-10-30_14-01-09-719 ![01007ef00011e0002023-10-30...
                    Avatar
                    Build Notification BOT 10/30/2023 2:00 PM
                    Build #20231030.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 10/30/2023 2:01 PM
                    Build #20231030.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:03 PM
                    Build #20231030.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:30 PM
                    Using a material card view to shape the image was just a waste of a layout pass. A shapeable image view does what we want and does it faster. Also removes the drop shadow underneath the card. Before - !image After - !image
                    Avatar
                    Who are the full time maintainer for yuzu btw? There are so many here. Just curious
                    Avatar
                    Narr the Reg 10/30/2023 6:04 PM
                    No one is a full time maintainer. But byte keeps the PR flowing since bunnei is busy.
                    Avatar
                    the spice must flow
                    Avatar
                    Okay I see Ty ty
                    Avatar
                    Avatar
                    Pharynx
                    the spice must flow
                    I thought it was yuzu juice?
                    Avatar
                    yuice?
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1603

                    Description of Issue

                    Crash happens at the start of game loading. EXCEPTION_ACCESS_VIOLATION. Regression happened between build Mainline 1593 and 1603.

                    Expected Behavior

                    !image

                    Reproduction Steps

                    Load Gothic ROM and start game it should crash at the loading game scr...
                    Avatar
                    Are there plans to ever fully emulate the Switch OS? So homescreen etc
                    Avatar
                    There was some effort, but it's nowhere close to complete
                    Avatar
                    if you check the last progress report
                    6:20 PM
                    you will see the progress
                    Avatar
                    Yeah thats why I was asking
                    Avatar
                    most applets basically work now but are not useful without extensive service implementations
                    Avatar
                    I assume atmosphere helps with working on that?
                    Avatar
                    I mean, not really
                    6:28 PM
                    the operating system is massive
                    Avatar
                    Never did anything OS/kernel related so not much knowledge there I would have thought that it helps but yeah it makes sense if the os is that big
                    Avatar
                    Narr the Reg 10/30/2023 7:12 PM
                    Games and system applets use a different set of instructions. If I where to put some numbers we have around 40% of game implementations and around 8% of system implementations
                    7:13 PM
                    So every single new applet requires implementing a lot of new stuff
                    Avatar
                    (I presume you mean service functions by instructions?)
                    Avatar
                    Narr the Reg 10/30/2023 7:15 PM
                    Yeah service implementations
                    Avatar
                    service interfaces/methods
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                    FrozenAra
                    Are there plans to ever fully emulate the Switch OS? So homescreen etc
                    Narr the Reg 10/30/2023 7:20 PM
                    I would like to get the software keyboard and controller applet working. If you would like to help I can get you started
                    Avatar
                    Avatar
                    Narr the Reg
                    I would like to get the software keyboard and controller applet working. If you would like to help I can get you started
                    I'd love to help. Very busy with my day job but I wanna do some work when I have time
                    Avatar
                    Narr the Reg 10/30/2023 7:30 PM
                    Drop me a ping when you have time
                    Avatar
                    I have time now
                    7:31 PM
                    @Narr the Reg
                    Avatar
                    Build Notification BOT 10/30/2023 7:33 PM
                    Build #20231030.7 part of pipeline yuzu patreon stage1 was manually stopped.
                    7:33 PM
                    Build #20231030.8 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    I want to do a public shoutout to @Pharynx he has done an amazing work lately and has worked at godspeed to get things working as soon as posible. He has resolved a lot of issues recently through tireless RE and development. Thanks to him our kernel, nvflinger, display engine, among many other things have become more accurate. Also a shoutout to @Maide who worked hard on nvflinger, display and GPU issues. His amazing work has fixed a lot if titles As a member of the yuzu team I want people to celebrate their amazing work and contributions! (edited)
                    ❤️ 24
                    Avatar
                    Shutout ):
                    Avatar
                    It's not correct English 😥? My bad
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/30/2023 8:24 PM
                    Shoutout* hehe
                    Avatar
                    I'm just really proud of both of your achievements. Also @epicboy Who was worked on keeping OpenGL reliable even most of us have given up on that backend. @Narr the Reg has worked also tirelessly to get our OS services more accurate and he's preparing something ultra cool. @t895 who is working hard to make our android UI and systems as advanced as possible.
                    ❤️ 13
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/30/2023 8:25 PM
                    YaePray
                    8:25 PM
                    You guys are doing an amazing job
                    Avatar
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                    Blinkhawk
                    I'm just really proud of both of your achievements. Also @epicboy Who was worked on keeping OpenGL reliable even most of us have given up on that backend. @Narr the Reg has worked also tirelessly to get our OS services more accurate and he's preparing something ultra cool. @t895 who is working hard to make our android UI and systems as advanced as possible.
                    Aw thanks Blink
                    Avatar
                    And to the rest of the developers, writers, testers and moderation team who work tirelessly to keep the project flowing. (edited)
                    ☝️ 5
                    ❤️ 13
                    Avatar
                    I only merge as many pull requests as possible so that golden gets mad about the report
                    DogeKek 9
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/30/2023 8:36 PM
                    @GoldenX86_64 get visibly more upset for the sake of emulator progress please xoxo
                    Avatar
                    GoldenX86_64 10/30/2023 8:37 PM
                    i'm not writing anything until after my test the 6th (edited)
                    8:37 PM
                    and it's your fault
                    Avatar
                    also I have no idea why people keep calling it nvflinger
                    Avatar
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                    Pharynx
                    I only merge as many pull requests as possible so that golden gets mad about the report
                    SleepingSnake 10/30/2023 8:40 PM
                    A worthy goal.
                    Avatar
                    Avatar
                    Pharynx
                    also I have no idea why people keep calling it nvflinger
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/30/2023 8:44 PM
                    I assume to annoy specifically you DogeKek
                    Avatar
                    I mean historically
                    8:47 PM
                    it was always nvnflinger
                    8:49 PM
                    yuzu was using the wrong name for it since before I even knew about yuzu
                    Avatar
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 10/30/2023 8:49 PM
                    heh yea
                    Avatar
                    Avatar
                    Pharynx
                    I only merge as many pull requests as possible so that golden gets mad about the report
                    A humble man. (edited)
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    20231030

                    Description of Issue

                    As seen in the screenshots below, some parts of the track have corrupted textures (it should be a cracked part of the track): !Screenshot_2023-10-31_00-15-44

                    Expected Behavior

                    In this screenshot from the original Switch game play you can see at right ho...
                    Avatar
                    On some devices, there would be an extra input device connected along with the user's controller. This would push all of the real controller inputs to player 2 and onwards. Here I only look for devices that are recognized as gamepads and filter out devices that have no identification information to assign each slot.
                    Avatar
                    @Narr the Reg This is much better than what I had last night
                    Avatar
                    Narr the Reg 10/31/2023 1:44 AM
                    Yup
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    ea 3955

                    Description of Issue

                    the bug occurs when leaving one phase and entering another

                    Expected Behavior

                    !Captura de Tela (108)

                    Reproduction Steps

                    the bug occurs when leaving one phase and entering another

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/132...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 2921a2426

                    Description of Issue

                    Since the 22 September 2023 update for Yuzu Emulator on Android I can no longer save few settings. The only solution for me is to manually change the app settings in the edit config file

                    Expected Behavior

                    Saved settings

                    Reproduction Steps

                    https://github.com/yuzu-emu/yuzu/assets/88073458/99f5cad1-1464-4af7-8310-5f1c7bd30526 ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    All

                    Description of Issue

                    According to the developer of the mod, the mod does not work on Yuzu due to a problem in the file structure of the emulator. More feedback from the developer Monke: "From testing, large sized romfs mods always crash the game with yuzu...". Link: https://github.com/Monkbreh/MHGU-HD-Project

                    Expected Behavior

                    Mod to work on Yuzu, if possible. ##...
                    Avatar
                    Build Notification BOT 10/31/2023 1:48 PM
                    Build #20231031.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Uhm the software keyboard LLE makes no sense without full multiprocess support
                    Avatar
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                    Blinkhawk
                    Uhm the software keyboard LLE makes no sense without full multiprocess support
                    where's my smmu support
                    Avatar
                    Avatar
                    Pharynx
                    where's my smmu support
                    In my a$$
                    aquaButt 2
                    Avatar
                    He won't add the Kernel part byte
                    2:51 PM
                    It's gonna be a weird impl
                    Avatar
                    that's okay with me
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I accidentally opened yuzu twice, ran a game, and found that my save wasn't loading. Searched around and found that it's a profile related issue with yuzu: "The second instance of yuzu fails to read the profiles because the file is read/write protected and creates a new user instead.".

                    Why would this feature be useful?

                    Saves time and confusion.
                    Avatar
                    Allows you run any of our supported system applets so long as you have firmware and keys installed List item - !image Launcher page - !image Cabinet options - !image
                    Avatar
                    Narr the Reg 10/31/2023 7:34 PM
                    prometheus
                    prometheus 12
                    Avatar
                    Build Notification BOT 10/31/2023 8:56 PM
                    Build #20231031.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
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                    GitHub
                    Click to see attachment 🖼️
                    New Play Store build when? smug
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                    Moonlacer
                    New Play Store build when? smug
                    I'm working through the last bug (knock on wood) I want to address before we send a build for review
                    👌 5
                    Avatar
                    progress
                    realshit 2
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                    Blinkhawk
                    Uhm the software keyboard LLE makes no sense without full multiprocess support
                    Where is the issue here? If a game is running we need to run the applet on another process or it wont work?
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                    Applets are meant to be separate processes I think?
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                    It would make sense
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                    So currently they can corrupt guest state
                    11:32 PM
                    Trample its memory
                    Avatar
                    Cause it runs in the same process?
                    11:33 PM
                    I dont understand that much about emulation yet
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                    I assume so, we don't have separate page tables set up so it'll be using all the same memory as the guest.
                    11:33 PM
                    I don't really know either
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                    the cpu memory aspect will be fine with some minor tweaks
                    11:42 PM
                    smmu is absolutely required for gpu memory
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                    quick question How do I enabled auto stubbing?
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                    FrozenAra
                    quick question How do I enabled auto stubbing?
                    Narr the Reg 10/31/2023 11:47 PM
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                    Narr the Reg
                    Click to see attachment 🖼️
                    ahhh ty
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                    Pharynx
                    smmu is absolutely required for gpu memory
                    Add the kernel part and I'll do it
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                    Sweet. There was way too much unimplemented stuff or things I didn't know how to translate from Atmos in KDeviceAddressSpace as I remember
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                    Narr the Reg 11/1/2023 2:09 AM
                    Golden's trial is over
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1606 & EA 3959

                    Description of Issue

                    The normal yuzu icon will be replaced by the game shortcuts icon until the shortcut is deleted. this only happens when launching yuzu from the games shortcut or the ones yuzu makes automatically. launching right from yuzu.exe will not cause this. ![image](https://github.com/yuzu-emu/yuzu/assets/91237086/b9c3036a-72d5-4df2-a1c7-a921e1b...
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                    Build Notification BOT 11/1/2023 3:07 AM
                    Build #20231101.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Fixes #8905. I've also gone ahead and removed the RomFSExtractionType enum as it would have only ever been used in error...
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                    GoldenX86_64 11/1/2023 3:57 AM
                    Doesn't count
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                    GoldenX86_64
                    Doesn't count
                    ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 11/1/2023 4:04 AM
                    Counts smug
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                    GoldenX86_64 11/1/2023 4:05 AM
                    Not for my timezone
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                    Reorganize each option so that the most used items and highlighted features are on top Advanced Settings GPU driver manager Applet launcher Manage yuzu data Select games folder Share debug logs Open yuzu folder Theme and color About
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                    GoldenX86_64 11/1/2023 4:26 AM
                    Doesn't count
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                    GoldenX86_64
                    Doesn't count
                    Hold on one sec I've got another
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                    GoldenX86_64 11/1/2023 4:34 AM
                    Won't count, see it in December
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                    Fiiiiiiiiiine
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                    GoldenX86_64
                    Doesn't count
                    kek 3
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    yuzu 1606

                    Description of Issue

                    !image The white bar consistently goes beyond it's intended frame, making it impossible to complete the mini-game and preventing progression in the story. When pressing A, the bar is supposed to go up, but instead it goes both ways (up and down, past the limi...
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                    Build Notification BOT 11/1/2023 1:15 PM
                    Build #20231101.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                    github webhook lost its icon?
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                    Pharynx
                    smmu is absolutely required for gpu memory
                    Huh
                    1:16 PM
                    Why?
                    1:17 PM
                    As long as you keep a seperate per-process instance it should be fine no?
                    1:17 PM
                    Export is all done via nvdrv so you can just write that straight through to gmmu
                    1:17 PM
                    Or whatever
                    1:18 PM
                    Actually I don't even think fixed allocations are supported outside of gmmu
                    1:18 PM
                    So you shouldn't even need per process past what's already done (edited)
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                    ok, that's a fair point, but I think it will require a lot of refactoring to make this work
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                    I think it's probably fine with only a little on nvdrv side hmm
                    1:19 PM
                    I guess main thing is pins, it wouldn't be super accurate
                    1:19 PM
                    But it would work
                    Avatar
                    yuzu side stores application process addresses everywhere in gpu
                    1:19 PM
                    Right yeah that wouldn't work
                    1:20 PM
                    If you just associate the process address space with channel state it would probably be fine?
                    1:20 PM
                    Chuck it next to gmmu
                    1:20 PM
                    But Def would be a lot of refactoring
                    1:20 PM
                    I imagine dirty tracking also gets awkward there?
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                    the gmmu page table also needs to be fixed
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                    Probably not designed around it
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                    Pharynx
                    the gmmu page table also needs to be fixed
                    Oh?
                    Avatar
                    it's not done properly and wastes several hundred megabytes of memory
                    1:21 PM
                    when empty
                    1:21 PM
                    I swear you used our gmmu impl
                    1:21 PM
                    Which definitely didn't do that...
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                    it was glued into the existing one
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                    Ah I see
                    1:22 PM
                    Yeah idk if ours is super optimal for the multiprocess case but I think it should be fine?
                    1:22 PM
                    Memory usage definitely isn't an issue at least
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 3940

                    Description of Issue

                    I have set up a dedicated multiplayer server hosted on my home server, running inside Docker. It's publicly visible on Yuzu's multiplayer room list, and we can directly connect to it using either the IP address or the domain name. Normal Gameplay with Standard Connections: When our gaming PCs, running Yuzu, are connected to the interne...
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                    I need help Im going nuts here I cant get rid of this submodule diff
                    5:33 PM
                    I did git submodule update --init --recursive already
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                    go to source root
                    5:33 PM
                    rm -rf externals/opus/opus
                    5:34 PM
                    rm -rf externals/vma
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                    That worked Ty
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1607

                    Description of Issue

                    Launching Yuzu under the latest Arch Linux Nvidia drivers (545.29.02) outputs error marshalling arguments for get_surface_feedback (signature 4no): null value passed for arg 1 Error marshalling request: Invalid argument The Wayland connection experienced a fatal error: Invalid argument

                    Expected Behavior

                    Yuzu launches in a Wayland s...
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                    cc @toast2903 ^ looks like boot failure before any game is launched
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                    Build Notification BOT 11/1/2023 5:51 PM
                    Build #20231101.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Pharynx
                    cc @toast2903 ^ looks like boot failure before any game is launched
                    Wayland Nvidia 👀
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                    i'm on arch but don't remember how many months it's been since i updated mellanOmega
                    6:02 PM
                    kernel is 6.4.10 if that gives any idea
                    6:05 PM
                    i'm not sure i've actually got nvidia to work alone with wayland before?
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                    I can switch to wayland for testing stuff if you want to
                    6:06 PM
                    It sort of works
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                    Begin logging when the frontend starts like qt and forward all calls to the Log object in the android frontend to the yuzu logging system so we can get information in the yuzu_log.txt file. This also ensures that the user shares the correct log based on context. If a user has booted a game, closed it, and went to share the log, the most recent log will be shared. If a user had a game crash and goes to share the log, the old log will be shared.
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                    Build Notification BOT 11/1/2023 7:47 PM
                    Build #20231101.6 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    use yuzu android as remote player, while using phone as controller and gyro, maybe also stream the game view to client

                    Why would this feature be useful?

                    moonlight and steam link has poor controller support for ns style and no gyroscope
                    Avatar
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                    GitHub
                    Click to see attachment 🖼️
                    Wouldn't it make sense to have log deduplication for something like that?
                    Avatar
                    By the way @FrozenAra if you want something to do, add an option to skip the multithread in logging and just do it synchronously.
                    10:24 AM
                    Because it's annoying that Yuzu will just exit and cut logs off
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                    I'm working on the controller applet but I'm stuck there anyways
                    10:38 AM
                    I'll take a look at the logging
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android v120

                    Description of Issue

                    The game doesn't boot

                    Expected Behavior

                    the game should boot

                    Reproduction Steps

                    Launch The game

                    Log File

                    yuzu_log.txt

                    System Configuration

                    CPU: sd860 GPU/Driver: Adreno 640/ turnip driver RAM: 8gb OS: android 13
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                    Rebase of #10599 by @xcfrg on master, using new settings. Gamemode needs to be installed on the computer to be used, otherwise it runs without it and a warning is logged. I set the setting has being disabled when a game is running, as I do not know if it is possible to enable/disable gamemode while running. But SetGamemodeDisabled() is called if the settings is changed, so we would only need to change from false to true in the Setting definition in settings.h
                    This pull request ...
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                    i had a local branch based off #11889 waiting… since that’s going to cause this pr to require another rebase anyway
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                    okay now that i'm finally not feeling like i'm recovering from a covid booster i can try messing around with nvidia on wayland mellanOmega nvidia on gdm + wayland is giving me the really creepy "it just works" vibe now that i'm in the desktop
                    6:29 PM
                    oh but arch isn't on the driver that is reported to be problematic at the moment
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                    fwiw xwayland is working beautifully, wayland is practically always stuttering, like it's trying to present previous frames between new ones
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                    I feel like I am going crazy
                    9:13 PM
                    I keep getting a stuck yuzu process
                    9:13 PM
                    Stuck so bad that I have to do a full reboot to get rid of it
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                    On linux or what?
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                    Windows
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                    Oh well, can't help with that 🙃
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                    it can't be killed?
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                    Nope
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                    On linux it would probably be in the middle of a core dump, but clueless here
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                    Even with Process Hacker it just tells me its already stopped
                    9:17 PM
                    It must be some handle issue
                    9:17 PM
                    Very odd
                    9:18 PM
                    Any extra instances afterwards get stuck too
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                    Fix the bug with the IDE/OS before you fix the bug with the application 😉
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                    While implementing applets a function called nn::hid::detail::GetNpadPowerInfo this will throw nn::detail::UnexpectedDefaultImpl on any battery value higher than 4. Fix this property by using the apropiarte range.
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                    Some how there's a slight chance that GetNextEntryIndex() is called but total_buffer_count is zero. Prevent this from happening at compile time instead.
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                    arm64 linux
                    realshit 4
                    3:23 AM
                    (software rasterizer so gpu perf is garbage)
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Every time Mii Editor. Album or Amiibo is being opened, the "00" file entry appears into the "recent files" tab, which looks useless and untidy. It would be great if firmware applets files not being shown in this tab. (Mainline 1608 was used.)

                    Why would this feature be useful?

                    I guess, "recent files" are for GAME files opened only, not for firmware files. Moreover,...
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                    Build Notification BOT 11/3/2023 1:14 PM
                    Build #20231103.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:15 PM
                    Build #20231103.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:16 PM
                    Build #20231103.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 3961

                    Description of Issue

                    This bug closes the game every time I want to finish the first level of the Overcooked! 2 game. While looking at the log file I saw the following line: ``` [ 3.494000] Render.Vulkan video_core\vulkan_common\vulkan_device.cpp:Device:541: NVIDIA Drivers >= 510 do not support MSAA image blits [ 3.917916] Render.Vulkan video_core\rend...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    The ability to use a command line option such as --mii or -m to launch the Mii Applet and edit Miis without launching the emulator first and close Yuzu after exiting the Mii Editor afterwards.

                    Why would this feature be useful?

                    It would be possible to then add the Mii Applet to Steam as a non-Steam game and launch it directly from both the standard Steam library ...
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                    This adds a quick update that notifies the render surface if there was a change between surface creation and emulation starting.
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                    Build Notification BOT 11/3/2023 7:06 PM
                    Build #20231103.2 part of pipeline yuzu patreon stage2 failed.
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                    (github died)
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                    !image Logs more system information and includes a fix for the low memory warning appearing when it shouldn't
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                    …ency reporting On some devices, checking the system counter clock frequency will return 0. Substitute in the correct values to prevent issues. This is all by @liamwhite not me And thanks to the Skyline team for pointing out this issue
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android github build-96 and above

                    Description of Issue

                    I have found out that after the github android build 95 all games showed 0.6fps on my S22U (Exynos 2200). While on build 95 perf is normal.

                    Expected Behavior

                    Build-96 stays at 0.6fps !Screenshot_20231103_212315_yuzu Build-95 ther...
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                    @t895 ^ fixed by pr
                    8:38 PM
                    Nice coincidence
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                    Narr is teaching me well
                    realshit 4
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                    Build Notification BOT 11/4/2023 1:15 AM
                    Build #20231104.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/4/2023 1:21 AM
                    Build #20231104.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    android 122

                    Description of Issue

                    Turnip drivers crash almost all games on start on github Yuzu, does not happen with older versions like the one on playstore. QC drivers work on any version. Searched online a bit and seems this affects only a7xx gpus, maybe only 8+gen1 and 7+gen2

                    Expected Behavior

                    Games dont crash on start

                    Reproduction Steps

                    Play games with Turnip dri...
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                    Keep the recently played list clear of applets since these have their dedicated button. Closes: #11949
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1609

                    Description of Issue

                    When the game displays message about autosave and ask for a button to be prompted, it enters in endless loading. The loading icon still is animated but nothing's going anymore.

                    Expected Behavior

                    Loading occurs.

                    Reproduction Steps

                    Launch the game and prompt a button when asked at autosave explanation screen.

                    Log File

                    [yuzu_log...
                    Avatar
                    Some files, mainly Opus, were mistakenly committed with CRLF line endings, causing me some grief with git. I ran dos2unix over src/, so these should be the only outstanding files.
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                    What is the time format of the log file? The timestamp confuses me a bit
                    12:37 PM
                    So what does this mean [ 0.246099]
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                    I think it's seconds?
                    12:39 PM
                    From yuzu launch
                    Avatar
                    I am trying a few log file viewers I found one that is nice but I can't get it to accept the timestamp when formating
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                    For the purpose of syntax highlighting kate's "Log File (advanced)" works well
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                    Never even heard of that editor
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                    Literally KDE's default 🙃
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                    I dont use linux for development lol
                    Avatar
                    Build Notification BOT 11/4/2023 3:14 PM
                    Build #20231104.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    3:15 PM
                    Build #20231104.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    3:16 PM
                    Build #20231104.5 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/4/2023 3:29 PM
                    Build #20231104.1 part of pipeline yuzu patreon stage2 was manually stopped.
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1546

                    Description of Issue

                    • Flickering issue since 1546 (until current version: 1609)
                    • It works fine before 1545 !image

                    Expected Behavior

                    • It works fine before 1545

                    Reproduction Steps

                    • Enter the mini game that I attach in description

                    Log File

                    [yuzu_log.txt.old....
                    Avatar
                    Previously changing colors didn't take into effect until the configuration window was reopened. This allows to update colors when config is saved.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1610

                    Description of Issue

                    I build yuzu myself, and whenever I updated from Mainline 1609 to 1610, Super Mario Wonder started to crash whenever I started the game, before anything even rendered. I looked in the console, and some something related to vulkan, and tested running the game on OpenGL—it worked perfectly. I then began to bisect yuzu to find the issue. I eventu...
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                    Build Notification BOT 11/5/2023 3:26 AM
                    Build #20231105.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Is there an existing issue for this?

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                    Affected Build(s)

                    android-122

                    Description of Issue

                    Graphical glitches in the game Ghost Trick Phantom Detective S23 Ultra Snapdragon 8 Gen 2 Android 13 R9 K1MCH1 drivers also on Snapdragon 888

                    Expected Behavior

                    Works fine on Yuzu Windows and Linux (steam deck)

                    Reproduction Steps

                    Start the game till the first interactive screen ![Screenshot_20231105_115226_yuzu](https://github.com/...
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    all

                    Description of Issue

                    In clubhouse games you get to see the picture you've set like certain other titles. However even if you set an image in yuzu that 'looks fine' it may not render properly in game and show up as static, shifted, or pitch black. This seems dependant on the size of the actual image itself. From a quick test ![download](https://github.com/yuzu-emu/yuzu/ass...
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                    Turns out system applets only allow 256x256 images any other size will result in a corrupted image. Resize all image profiles on frontend side as well on core size. Ensuring that the image will be always displayed properly even when the stored image is wrong. !image
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                    Build Notification BOT 11/5/2023 6:16 PM
                    Build #20231105.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    6:16 PM
                    Build #20231105.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Build Notification BOT 11/5/2023 8:48 PM
                    Build #20231105.6 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Just a few adjustments that @liamwhite and I wanted for the counter
                    • Always update the FPS counter regardless of pause state
                    • Recolor the text to white
                    • Simplify padding to just use its framelayout's fitsSystemWindows attribute and use the padding option directly in the xml view
                    💪 1
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 3965

                    Description of Issue

                    When i played in version yuzu early access 3226, resolution of 4 players is so good, but in versions more updates, the screen of each player is so low like in 480p. I dont know why does this happen? Anyone can help me with that?

                    Expected Behavior

                    ![image](https://github.com/yuzu-emu/yuzu/assets/60509582/3caf9738-4830-4a3b-afa0-6d64df4...
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                    When I was setting up the scripts that Citra used for their android CI, I missed this step in the yml to declare the secrets at the right time.
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                    GoldenX86_64 11/6/2023 4:13 AM
                    it's a secret
                    vrcShh 9
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    ea 3968

                    Description of Issue

                    if i set my scale higher then my monitors res it does not seem to downscale properly using bilinear and looks a lot worse then if i take a screenshot and downscale it to my monitors res the comparison is of
                    • [left] a yuzu screenshot at the internal game res scaled down in photoshop to my monitors res of 1440p
                    • [right] a windows capture of yuzu...
                    Avatar
                    Build Notification BOT 11/6/2023 4:10 PM
                    Build #20231106.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    4:12 PM
                    Build #20231106.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/6/2023 5:08 PM
                    Build #20231106.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:09 PM
                    Build #20231106.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Git Version - r25739.dfbc22c29-1

                    Description of Issue

                    Game does not start unless at any resolution, not even natively (default setting) I even found something about it here, but it seems to me that the Log error is different! https://github.com/yuzu-emu/yuzu/issues/8099

                    Expected Behavior

                    Game doesn't get past the first intro scene.

                    Reproduction Steps

                    Just run t...
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                    gpu issue
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                    Weird, it used to work
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                    device loss
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                    Build Notification BOT 11/6/2023 9:47 PM
                    Build #20231106.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Main build

                    Description of Issue

                    A lot of stages that I try to enter are having some white flashs all around the places making it be impossible to play the game...is just so annoying! I don't know what is causing it !Screenshot_20231106_221616 ![Screenshot_20231106_221627](https://github.com/...
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                    Implements the moment image processor. This allows Trombone Champ and WarioWare: Put a lid on it to be played with the joycon IR sensor. Note: Other Wario mini games that use IR still require the tera image processor to be functional.
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                    Allocate resources for test_window to avoid setting wsi.render_surface as nullptr, which causes a crash in Wayland as per #11941
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    yuzu1613

                    Description of Issue

                    Graphics not loading properly in opening other than that every thing is fine

                    Expected Behavior

                    !Screenshot 2023-11-08 134531

                    Reproduction Steps

                    ..

                    Log File

                    yuzu_log.txt ### S...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    An option to hide touchscreen controls after certain period of time for example five, ten seconds like Aethersx2.

                    Why would this feature be useful?

                    This feature can make watching cutscenes immersive for story based games like RDR, AC 2 and many more.
                    Avatar
                    Qt can't parse tr called within a macro, so we must call it on each string. Qt still seems unhappy with the way I called tr, but it's getting the strings now nevertheless. To figure this out, I had to create a workaround so that lupdate would run on my system. The path I created results in a number of warnings across the Qt frontend. I have no ability to tell if these were existing already or not.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Why not use setOntouchListener() to use onscreen buttons while playing?

                    Why would this feature be useful?

                    Because setOntouchListener() can press two or more buttons simultaneously.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline / EA 3969

                    Description of Issue

                    In Emulation -> Configure -> Hotkeys I am not able to remap a function by pressing controller keys. I’ve already picked my controller in the Controls section, but this window seems unable to register any controller button presses, requiring manual and error-prone edits of the config file to rebind anything. The need for that is quite common ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1614

                    Description of Issue

                    I'm going to the character who have the request I accept the quest, then we both move to Oscar, waiting at the doors of the town. When he finishes his part of speech, meaning he never lost, the next step will never load. It will be a black screen and I am forced to restart the rom (that didn't help launching the quest in general) ### Expected...
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                    Fixes #11958 Discovered to be a driver bug in turnip during a joint debugging session with @t895. Calling vkCmdBeginQuery will instantly cause a device loss on a730-badged devices, but a6xx and a740 are not affected (nor are proprietary drivers). I do not have the means to further debug why this would happen, so a report to mesa still needs to be made.
                    🎉 2
                    👀 2
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                    @KIMCHI^
                    Avatar
                    A730 users rejoice
                    4:42 AM
                    Ill report this to Danylo on Mesa
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                    I marked it as do-not-merge as It's Mesa's responsibility to fix the driver and it's a very ugly workaround.
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                    KIMCHI
                    Ill report this to Danylo on Mesa
                    What does this MR do and why? CP_EVENT_WRITE7::WRITE_SAMPLE_COUNT is supported only starting from a740, previous GPUs use RB_SAMPLE_COUNT_ADDR. See:...
                    10:06 AM
                    There's his WIP fix
                    Avatar
                    Nice was fast
                    Avatar
                    If somebody can compile the driver with that change and pass it to users. We can know if it fixes it.
                    Avatar
                    I cant do till tomorrow afternoon (Korea time). No access to PC. Smh, this is why I should leave it on with Moonlight during trips 😞 (edited)
                    Avatar
                    Avatar
                    KIMCHI
                    I cant do till tomorrow afternoon (Korea time). No access to PC. Smh, this is why I should leave it on with Moonlight during trips 😞 (edited)
                    What does this MR do and why? I enabled unconditional printing of startup errors in order to quickly understand what's wrong...
                    1:28 PM
                    both MRs should fix most issues we have
                    Avatar
                    Will do
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Vita3K has a "Compat" column for all OS builds. It would be useful to adopt this for Yuzu.

                    Vita3K examples

                    Vita3K for GNU/Linux

                    !image ## [Vita3K for Android](https://github.com/Vita3K/Vit...
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                    I didn't made an UI category when I fixed the audio setting. Now the setting should be persistent.
                    Avatar
                    can you also make muting the volume from the status bar persistent
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                    Narr the Reg 11/10/2023 2:18 AM
                    Yes and no... I have to mess up with a Qt signal event that is pretty hard to avoid. But since you insist let me try to fix it
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                    ah lol qt
                    Avatar
                    Narr the Reg 11/10/2023 2:20 AM
                    Basically we unmute on volume slider bar change. Do you know what changes at boot the slider bar value.
                    Avatar
                    nope
                    Avatar
                    Narr the Reg 11/10/2023 2:32 AM
                    Done. Wasn't that hard at the end
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Fix for run mario wonder in intel graphics 620 for windows and linux

                    Why would this feature be useful?

                    I believe that is util because many people can have this graphic video driver and them want play mario wonder with me.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    A mii editor for android

                    Why would this feature be useful?

                    useful for mk8 or miitopia
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 2921a2426

                    Description of Issue

                    Xenoblade 3 crashed on me when I reached the first container and it won't boot again. It otherwise runs pretty well.

                    Expected Behavior

                    It boots again after crashing.

                    Reproduction Steps

                    Play up until you reach the first container on the way to Colony 9.

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/133...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1615 and above

                    Description of Issue

                    Played some matches of super smash bros. ultimate after setting up a direct connection and creating a local wireless room, with a ruleset of first to 2 wins. My opponent won two matches in a row twice and yuzu continued to function without issues but during the third set when they won the first match and I won the second as we were abou...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    It would be nice to have an option to increase/decrease the font size both in the settings and in the library menu.

                    Why would this feature be useful?

                    It would be useful to those of us struggling to read the small text.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Current

                    Description of Issue

                    When attempting to start a new game in Alien Hominid Invasion, the following error message displays when pressing A at the intro screen to presumably introduce a main menu: "Failed to add a user for an account that is already in the game." After pressing A to exit the...
                    9:34 PM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 2921a2426

                    Description of Issue

                    I had to exit the game to check something and now it keeps freezing after the first loading screen.

                    Expected Behavior

                    Doesn't freeze like this.

                    Reproduction Steps

                    I have no idea. I just exited during the first cutscene and now it won't stop freezing.

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/1332329...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    mainline 1614

                    Description of Issue

                    At some point in the gameplay, graphic entirely bug !image

                    Expected Behavior

                    Should be like this !image

                    Reproduction Steps

                    Play Endling: Extinction for ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1591 / Flatpak Mainline 1615 ( and possibly many more ))

                    Description of Issue

                    I can reproduce this issue both on my desktop and my steam deck. Baseline ram usage steadily increases as gameplay hours accumulate, while the baseline-to-peak value is largely unchanged. Out of memory killer closing yuzu becoming increasing frequent as the total play time for a game accumula...
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                    ^ I mean... if you have little RAM and driver cache, you can disable yuzu's own shader cache.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I am suggesting . . .

                    File Path to User Data similar to Citra.

                    • User Data Moved to Internal Storage INSTEAD of "~/Android/Data".
                    Example and Proposed Change:
                    • Citra Current: User, save, and mod locations are at "~/citra-emu"
                    • Yuzu New: User, save, and mod locations should be at "~/yuzu-emu" instead of "~android/data"
                    ### Why would this feature be use...
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                    This fixes a regression from #11326 where the load address would not be set correctly for homebrew.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    add a option to import and export settings data

                    Why would this feature be useful?

                    If you add this feature then we can share our settings to other person for specific games, it will be helpful for beginners or specific Games and also we don't need to send screenshot, and i also know the user data feature but it extract the all user data so i requested this feature.
                    Avatar
                    Build Notification BOT 11/12/2023 1:06 AM
                    Build #20231112.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:06 AM
                    Build #20231112.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:06 AM
                    Build #20231112.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:06 AM
                    Build #20231112.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Plug your leaks! Now you can map SL and SR buttons on dual joycon. Allowing this wario minigame to be playable. !image
                    🎉 1
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    1591

                    Description of Issue

                    yuzu Configuration -> Controls -> Dual joycons -> click to set ZR press, press ZR on Lenovo Legion Go running Archlinux, configuration dialog closes because value is submitted for the button configuration, and instead of allowing it as a valid configuration, it seems to submit "OK" the configuration dialog. See "RT" at very last row in the table in co...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    1617

                    Description of Issue

                    yuzu 1617 crashes when loading a game from the UI in a Wayland session. X11 works fine.

                    Expected Behavior

                    Games should start normally, like it does in X11 session.

                    Reproduction Steps

                    Start game from yuzu 1617 UI in Wayland session.

                    Log File

                    [ 74.183380] Config common/settings.cpp:operator():108: -- Controls.ir_sensor_device: auto [ 7...
                    3:26 PM
                    With a lot of help from @german77 I managed to implement the qlaunch version of the controller applet. It's not super useful for now but it's a good start to get this running in games. !Small clip of it working
                    Avatar

                    Issue

                    I am using Yuzu Early Access on my Galaxy s23 Ultra. The graphics on pokemon Scarlet would come out discolored and would still play, I just can't see anything. I have provided screenshots of the issue. !Screenshot_20231112_131525_yuzu !Screenshot_20231112_131530_yuzu ![Screenshot_20231112_131704_yuzu...
                    6:24 PM

                    Issue

                    The game has been working fine, with few crashes but no big deal. However I get the the gym where it uses a device which is supposed to vibrate when you are near a trap. The game continues to crash and I cannot complete the game.
                    Avatar
                    The yuzu logo could get in the way of the main app content in the settings tab and the about page. This shrinks the logo in both instances and adds a custom landscape layout for the about page.

                    Settings tab

                    Before - !image After - !image

                    About tab

                    Before - ![image](https://github.com/yuzu-emu...
                    Avatar
                    Build Notification BOT 11/12/2023 8:13 PM
                    Build #20231112.6 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    This doesn't exist and if you clicked it, your region would be set to Taiwan.
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                    idk how that got in there
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    yuzu-mainline-20231110-ab6831961

                    Description of Issue

                    I was using an original switch pro controller and two 8bitdo's, they both appear as Pro Controller 0 in the list. During gameplay (mario kart :) ) we experienced an issue where suddenly our pads got switched and we were driving someone else's kart. It returned to normal after a few seconds, but that behaviour occured multiple ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1618

                    Description of Issue

                    https://github.com/yuzu-emu/yuzu/assets/137450180/7049112d-0bc7-4c77-ba72-11df625289e9 When using the "Warp Star" in the "Northeast Frost Street" level, a loading screen appears, and does not load the next part of the level, and instead keeps me on the loading screen endlessly.

                    Expected Behavior

                    Able load into the next part of the leve...
                    Avatar
                    • Adds icons and descriptions to the top-level settings page
                    • Removes dividers between each settings item
                    • Makes all transitions in settings the same
                    • Removes General submenu
                    • Moves Limit Speed to System
                    • Moves PiP to Graphics
                    • Moves CPU accuracy to Debug

                    Top Level

                    Before - !image After - ![image](https://github.com/yuzu-emu/yuzu/assets/14132249/6e8e3e0e-31f7-489e-855d-2f42443d7a...
                    Avatar
                    Ugh, damn flatpak has no portal for creating desktop shortcuts
                    12:32 AM
                    Only menu
                    Avatar
                    On finalization, sink callbacks can get paused with a bunch of stream data still queued. Once the sink callbacks are stopped and will not be called anymore, the renderer might then block forever and prevent shutdown. This fixes a persistent shutdown deadlock on Android.
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                    1 void line added
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                    ? That's not even a valid file what?
                    Avatar
                    There's the 2x performance update I've been waiting for
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                    GoldenX86_64 11/13/2023 5:15 AM
                    and someone somewhere adds to their CV: "emulator developer"
                    Avatar
                    Avatar
                    GoldenX86_64
                    and someone somewhere adds to their CV: "emulator developer"
                    Created a PR named yuzu emulator
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    131

                    Description of Issue

                    When I arrive in Marze city the emulator closes I'm using version 131 of Yuzu Android I can't continue the game

                    Expected Behavior

                    ;--;

                    Reproduction Steps

                    Try to enter Marze City to continue the story

                    Log File

                    ;--;

                    System Configuration

                    snapdragom 870 RAM:8
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    1618

                    Description of Issue

                    This is disabled by default (at least in Yuzu for GNU/Linux Appimages): Configure -> General -> UI -> Show Compatibility List

                    Expected Behavior

                    As pointed out by liamwhite : !image ### R...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Game compatibility column for Yuzu's Android port.

                    Why would this feature be useful?

                    Because it's available in the desktop version of Yuzu.,
                    Avatar
                    Build Notification BOT 11/13/2023 2:13 PM
                    Build #20231113.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:13 PM
                    Build #20231113.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:13 PM
                    Build #20231113.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:17 PM
                    Build #20231113.4 part of pipeline yuzu patreon stage1 failed.
                    Avatar
                    The process for shutting down a process involves the following, for each thread:
                    • Mark it as termination requested and apply the DPC flags, and if it is runnable, send an interrupt to all cores with the thread's affinity
                    • Wait for the thread to exit, if needed
                    Threads which are runnable and marked as termination-requested are not removed from the scheduling PQ, so they can get scheduled again during termination, despite the core having already cleared the interrupt when a previous thre...
                    👍 1
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1616

                    Description of Issue

                    Luigi's Mansion 3 doesn't save the in-game Co-op option after relaunching the game. It resets and I have to enable Co-op every time to play with 2 players. The yuzu co-op prompt pops up each time normally and both controllers are ON before launching the game.

                    Expected Behavior

                    Co-op option stays saved after exiting and relaunching the gam...
                    10:00 PM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android build 131

                    Description of Issue

                    Near the beginning of the game, I leave arlia for the next town. The screen goes to the normal loading screen with the hopping animal in the lower right. Then the animal freezes, like it's about to display the new town, but it crashes back out to the game select menu.

                    Expected Behavior

                    I expect it to finish the loading animation, then d...
                    Avatar
                    This fixes another shutdown crash. System calls ClearPendingEvents on shutdown, even though the timing thread may still be concurrently popping items from the event queue.
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                    I'm tired of shutdown crashes
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                    GoldenX86_64 11/14/2023 12:23 AM
                    estoy cansado jefe
                    Avatar
                    Dozens of PRs later
                    Avatar
                    Avatar
                    GoldenX86_64
                    estoy cansado jefe
                    Callate whip
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                    GoldenX86_64 11/14/2023 8:20 AM
                    no
                    Avatar
                    If the coil loader ever got stuck when creating a dynamic shortcut icon, the app would freeze. This would happen most notably when booting nca format games. This pushes that process to a separate coroutine that can be cancelled by the main activity's lifecycle.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    N/A

                    Description of Issue

                    Build fails due to either commit 875246f or b16fefa which affected k_page_table_base.cpp

                    Expected Behavior

                    Should build

                    Reproduction Steps

                    Try to build

                    Log File

                    [Yuzu...
                    Avatar
                    @Pharynx ^ std::min(uintptr_t, uint64_t) apparently doesn't work
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                    I hate apple clang so much
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                    yeah, I know
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                    Narr the Reg 11/14/2023 4:49 PM
                    It's not that doesn't work it's missing the include <algorithm>
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                    no narr it actually doesn't work
                    4:49 PM
                    it's because uintptr_t and uint64_t are not aliases of each other on apple
                    4:49 PM
                    they're treated as distinct types
                    Avatar
                    I think std::min/max doesn't allow type conversions does it?
                    Avatar
                    so they can't implicitly convert in template overload resolution
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                    Narr the Reg 11/14/2023 4:50 PM
                    oh
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                    Can getInteger just return a uintptr_t? Would that break things? it is an address after all
                    Avatar
                    I will fix it at the callsite
                    Avatar
                    Surprised there aren't a lot more instances of this, feels like there will be in future
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                    it's because I already fixed all of them
                    Avatar
                    Build Notification BOT 11/14/2023 5:24 PM
                    Build #20231114.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:24 PM
                    Build #20231114.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:25 PM
                    Build #20231114.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:25 PM
                    Build #20231114.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    @Pharynx Here (but I'm gonna hold off on menu access during startup because I want to commit to the jetpack compose stuff)
                    ❤️ 2
                    Avatar
                    Build Notification BOT 11/14/2023 11:21 PM
                    Build #20231114.6 part of pipeline yuzu patreon stage1 was manually stopped.
                    11:21 PM
                    Build #20231114.7 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Avatar
                    t895
                    @Pharynx Here (but I'm gonna hold off on menu access during startup because I want to commit to the jetpack compose stuff)
                    based
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                    This should fix the crashes on Turnip on games that need query summing like Red Dead Redemption and LM3
                    Avatar
                    This is the first PR of a huge project called leviathan. The goal of leviathan is to bump up by an order of magnitude the accuracy of the HID service. This one in specific just splits this 3k lines of code into multiple files. No other changes besides renaming and creating a new class called ResourceManager.
                    3:41 AM
                    Avatar
                    Narr the Reg 11/15/2023 4:09 AM
                    Pull finger might be better holothink
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    1620

                    Description of Issue

                    The game hangs when trying to save in career mode on steam deck running Steam OS 3.5

                    Expected Behavior

                    A normal save and continuation of gameplay

                    Reproduction Steps

                    • Launch a career level
                    • Edit something so it'll let you save when you select save from the options menu
                    • Save in the options menu

                    Log File

                    https://pastebin.com/jXYZu5zF...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1620

                    Description of Issue

                    Happens on both Vulkan and OpenGL with otherwise default settings (High accuracy). Also happens on Android. Certain objects appear invisible / flicker / pop-in making the game unplayable https://github.com/yuzu-emu/yuzu/assets/9308718/f20cda20-3c08-4728-a9dd-acbe2f8b94b2

                    Expected Behavior

                    The game renders correctly ### Reproduction St...
                    11:55 AM

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                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android 132

                    Description of Issue

                    The game works on Windows Yuzu. On Android it gets stuck after selecting the game you want to play in the launcher Still working: !1700048761796 Gets stuck: ![1700048761794](https://github.com/yuzu-emu/yuzu/assets/9308718/0ecfbe8f-0af7-4f46-adef-ba624972...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    early access 3973

                    Description of Issue

                    Monster model error !ys10 2023-11-15 224352 !ys10 2023-11-15 224706

                    Expected Behavior

                    Monster model error

                    Reproduction Steps

                    Monster model error ### ...
                    Avatar
                    After getting several complaints from devs and users alike, this is being disabled by default on new configs
                    Avatar
                    I think that's a WR kek
                    Avatar
                    do you want me to rebase the config rewrite branch again
                    Avatar
                    I'll do it
                    Avatar
                    Build Notification BOT 11/15/2023 3:34 PM
                    Build #20231115.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    also, is it ready for EA?
                    Avatar
                    Should be
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                    I'll start an EA after the rebase then
                    3:35 PM
                    good luck kek
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                    Avatar
                    GitHub
                    Click to see attachment 🖼️
                    😩
                    5:08 PM
                    Finally
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Yuzu 1603

                    Description of Issue

                    While playing Minecraft Dungeons (title screen, actual gameplay, not the brands in the intro section of the game or during cutscenes) my audio is all crackly, almost sounding like a helicopter's blades whirring next to me. I found that when turning the music and ambience sound completely off, all the crackling was gone. However, this takes away from ...
                    Avatar
                    This is preparatory work to allow swapping in support for NDK MediaCodec when possible. The primary purpose of this PR is to disentangle FFmpeg's involvement from the actual process of decoding the frames sent to vic.
                    7:31 PM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android Build Past version 81

                    Description of Issue

                    Insane performance regression on Catherine since build 82 on android (up to 50%) Build 82+ performance with fps limit turned off (here it's build 82, a bit worse on latest build) !image Opening this issue after testing it following @t8...
                    7:37 PM

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                    Affected Build(s)

                    Early Access 3972

                    Description of Issue

                    !0100f7e00c70e000_2023-11-15_11-27-52-500 !0100f7e00c70e000_2023-11-15_11-31-11-053

                    Expected Behavior

                    Rendering all the scene.

                    Reproduction Steps

                    Start...
                    Avatar
                    GoldenX86_64 11/15/2023 7:38 PM
                    magic breaks rendering
                    Avatar

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                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 2f9487cd3

                    Description of Issue

                    The new Android Playstore Early Access build exhibits new game crashes that didn't exist before. ●Persona 5 royal seemingly crashes at random points after performing certain actions, like running around or opening the pause menu, exiting to Yuzu's game selection screen.

                    Expected Behavior

                    No Crashes.

                    Reproduction Steps

                    Just ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early Access 2f9487cd3

                    Description of Issue

                    The new Android Playstore Early Access build exhibits new game crashes that didn't exist before. ●Super Mario Odyssey crashes/locks up, mainly during level select. The game freezes, but the music continues playing. During this state, exiting the game doesn't work. You have to exit the app manually.

                    Expected Behavior

                    No Crashes or ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 2f9487cd3 / Early Access 2f9487cd3 / Github 114 and up

                    Description of Issue

                    Black boxes show around the bubbles the character makes when swimming on the 1st stage. !Screenshot_2023-11-12-11-08-54-411_org yuzu yuzu_emu ea Ever since the 1st version of Yuzu I tried I encountered ...
                    3:32 AM

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                    Affected Build(s)

                    GitHub andriod 132/133

                    Description of Issue

                    Unable to use MhGU 60 fps mod on GitHub build but it works fine on EA build.

                    Expected Behavior

                    Game runs at 60 fps

                    Reproduction Steps

                    Put 60 fps cheat in load folder Run game

                    Log File

                    /

                    System Configuration

                    CPU: 8 gen 2 GPU/Driver: Rx RAM: 8 OS: andriod 13
                    Avatar
                    Build Notification BOT 11/16/2023 2:14 PM
                    Build #20231116.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/16/2023 2:17 PM
                    Build #20231116.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:21 PM
                    Build #20231116.3 part of pipeline yuzu patreon stage1 failed.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android v134

                    Description of Issue

                    The game have broken background texture in some places but more noticiable in fight matches !Screenshot_20231116-075005 !Screenshot_20231116-082046 ### Expected Behav...
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                    Update xpad implementations to FW 16.0.0. Xpad has been deprecated and is no longer functional on latest firmware we can implement all of them.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    V134

                    Description of Issue

                    with turnip driver the game freezes or crashes after starting a new game on the loading screen If I use Qualcomm driver I can enter the game but with a texture problem that makes it unplayable !Screenshot_20231116-145117 ![Screenshot_20231116-145128_yuzu](https:...
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                    Next one on the list. Introduce hid firmware settings. To make use of the class I updated the activate calls to 16.0.0 for all hid types. Right now there's no difference between managed and unmanaged config. But that will change as I keep updating the service.
                    Avatar
                    Has anyone tried to get vulkan shader objects working?
                    12:50 AM
                    you'll need a fallback for android, because dynamic rendering doesn't work right on qcom prop drivers
                    12:51 AM
                    (and is a requirement for the ESO fill from ext layer)
                    Avatar
                    Narr the Reg 11/17/2023 2:37 AM
                    Oh nice. Next PR incoming octolingSip
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                    I wanted to try epicboy, but like all big Vulkan projects, I make a branch for it, look around for how to even start, can't figure it out, get depressed and then leave it.
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                    This brings the OpenGL caches closer to feature parity with the Vulkan renderer. This should boost perf but I don't know which titles abuse these paths and would see the benefit. Testing would be appreciated.
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                    Maide
                    I wanted to try epicboy, but like all big Vulkan projects, I make a branch for it, look around for how to even start, can't figure it out, get depressed and then leave it.
                    This extension is depressing me too 😄 I have a sloppy branch messing around with the extension but most games wouldn't render, and there doesn't seem to be any debug tooling that supports shader objects yet
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                    I didn't get any rendering at all, apart from full blue frames and super glitchy stuff lol
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                    I think I had a few homebrew rendering fine
                    3:14 AM
                    I had no idea what I was doing tho 🙂
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                    Maide
                    I didn't get any rendering at all, apart from full blue frames and super glitchy stuff lol
                    sanic >> mariothonk
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                    How's the performance of it vs normal?
                    Avatar
                    the state of things are nowhere near ready for perf testing
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                    Any big validation errors?
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                    nope
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                    Oh by the way, do you remember where you get the nvdec registers from? I can't see them on the open docs anymore, I know I saw them before but can't find them now.
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                    Ah nvm, nvdec is there, vic was what I really wanted and I see it's in the TRM instead weirdly.
                    👍 1
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                    epicboy
                    sanic >> mariothonk
                    Please one community, disappoint the other
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                    @ByLaws can you explain this part? https://github.com/skyline-emu/skyline/blob/nvdec-dev/app/src/main/cpp/skyline/services/timesrv/core.cpp#L248-L250 I've been trying to reimplement this in Yuzu but ran into a problem with this. The clock is initialised with the intial year timestamp, but that causes the time points to get a big negative offset, and then nn::time::StandardUserSystemClock::GetCurrentTime in the sdk ends up doing local_context.offset + ((steady time point + current tick) / 1'000'000'000) which ends up taking it back to 2023/01/01 because of the negative offset. How is this meant to be updated? I don't see anywhere it's done.
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                    Maide
                    @ByLaws can you explain this part? https://github.com/skyline-emu/skyline/blob/nvdec-dev/app/src/main/cpp/skyline/services/timesrv/core.cpp#L248-L250 I've been trying to reimplement this in Yuzu but ran into a problem with this. The clock is initialised with the intial year timestamp, but that causes the time points to get a big negative offset, and then nn::time::StandardUserSystemClock::GetCurrentTime in the sdk ends up doing local_context.offset + ((steady time point + current tick) / 1'000'000'000) which ends up taking it back to 2023/01/01 because of the negative offset. How is this meant to be updated? I don't see anywhere it's done.
                    How is what meant to be updated exactly
                    9:06 AM
                    And why is it negative?
                    9:06 AM
                    I don't quite understand
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                    Affected Build(s)

                    All builds sinces 119/120

                    Description of Issue

                    Since build 119 or 120, when additional gamepads are connected, they are all assigned to player 1, making multiplayer games impossible to play. There's the same issue on the latest version of the playstore (build 2f9487cd3) Up to the build 118 gamepad assignment to player 2/3/4 worked correctly.

                    Expected Behavior

                    When additio...
                    Avatar
                    This was regressed by #11460 and was almost fixed by #11952, except the code was also duplicated in this location for some reason. At some point these blocks need to be deduplicated so that there is one place for validation. Fixes Super Mario RPG background audio.
                    prometheus 11
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                    Affected Build(s)

                    Android v134

                    Description of Issue

                    freezes/crashes after Skip intro or start game - turnip driver device loss It is impossible to get beyond the game start menu using turnip driver and the log says something about vk device loss Using the Qualcomm drivers the game works fine but there are random crashes due to a bug with the audio decoder and it is solved if I disable the sound...
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                    Affected Build(s)

                    1569-1622

                    Description of Issue

                    The framerate of the game is constantly jumping from 20 to 27-30 FPS while moving and rotating the camera in mainline 1622, while in 1555 the framerate is stable. The first revision affected is 1569. Mainline 1555 (never mind the wood cutting speed reduction) https://github.com/yuzu-emu/yuzu/assets/96921167/6cbde2bf-f37a-41fb-b0f8-f06b8490a87a ...
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                    ByLaws
                    How is what meant to be updated exactly
                    The local system clock context. https://github.com/Kelebek1/yuzu/blob/time/src/core/hle/service/glue/time/manager.cpp#L121-L122 it's initialised with the initial year in seconds, and then later when you create time points from it, you're taking in the current time point in seconds, and it's offset by the local system clock's time, which is still 2023/01/01 and so it generates a negative offset. And getting the current time point ends up returning 2023/01/01 because of it.
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                    Maide
                    The local system clock context. https://github.com/Kelebek1/yuzu/blob/time/src/core/hle/service/glue/time/manager.cpp#L121-L122 it's initialised with the initial year in seconds, and then later when you create time points from it, you're taking in the current time point in seconds, and it's offset by the local system clock's time, which is still 2023/01/01 and so it generates a negative offset. And getting the current time point ends up returning 2023/01/01 because of it.
                    Ours isn't initialised with the initial year though? (edited)
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                    Yeah but the real module is
                    6:07 PM
                    I'm asking how the real one works
                    6:07 PM
                    To avoid creating time points back to 2023/01/01
                    6:07 PM
                    Because the rtc clock will return the current time in seconds, which initialises the steady clock resource and the steady clock cores in psc, so that's always current
                    6:07 PM
                    But the system clock is stuck behind
                    6:09 PM
                    I see that the auto correction task for the network clock in the ntc service does set the system clock time, but I havne't been able to find where that's called from, do you know? (edited)
                    6:13 PM
                    Well I did see that nn::time::CalibrateSystemClockWithInternalOffset in the sdk does it, but I haven't been able to find where that's called from.
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                    Maide
                    Yeah but the real module is
                    Oh
                    6:16 PM
                    Have you REd glue? (edited)
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                    Read? Yeah I think so
                    6:17 PM
                    Oh, RE'd, yes
                    6:17 PM
                    glue and psc and ntc
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                    But the skyline init code is basically what glue does
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                    And I looked around other modules that connect to ntc but didn't find anything useful
                    6:18 PM
                    Yeah but you change the times there
                    6:18 PM
                    The module doesn't pass 0 time
                    6:19 PM
                    I also don't know if glue always generates a random UUID either, it all depends on whether Rtc has detected a reset, which I don't know the exact conditions for.
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                    No harm assuming it every time
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                    Result SystemClockCore::SetCurrentTime(s64 time) { SteadyClockTimePoint time_point{}; R_TRY(m_steady_clock.GetCurrentTimePoint(time_point)); SystemClockContext context{ .offset = time - time_point.time_point, .steady_time_point = time_point, }; R_RETURN(SetContextAndWrite(context)); } this function is the main problem. The steady clock returns the current time, but the input time is 2023/01/01, so the offset goes negative here.
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                    Right and why's that an issue?
                    6:23 PM
                    That would be correct
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                    It's an issue because of nn::time::StandardUserSystemClock::GetCurrentTime
                    6:24 PM
                    It grabs the local system context from the shared memory, then calls this, grabs the time point, and it ends up outputting 2023/01/01
                    6:24 PM
                    Which means that games always think it's 2023/01/01 on boot
                    6:24 PM
                    Which is obviously wrong
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                    I don't understand
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                    Maide
                    Result SystemClockCore::SetCurrentTime(s64 time) { SteadyClockTimePoint time_point{}; R_TRY(m_steady_clock.GetCurrentTimePoint(time_point)); SystemClockContext context{ .offset = time - time_point.time_point, .steady_time_point = time_point, }; R_RETURN(SetContextAndWrite(context)); } this function is the main problem. The steady clock returns the current time, but the input time is 2023/01/01, so the offset goes negative here.
                    If the input time is 2023/01/01
                    6:26 PM
                    Then the time reported is gonna be 2023/01/01 (edited)
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                    Yeah, that makes sense, but how do I change that? Where is it changed?
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                    What is setting the time to 2023 0101
                    6:27 PM
                    The game doesn't have access to settime
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                    Glue does on boot
                    6:27 PM
                    6:27 PM
                    It's the posix time you replace with 0 in Skyline
                    6:27 PM
                    Along with a few others (edited)
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                    Skyline is accurate to 9.0.0 glue
                    6:29 PM
                    I don't really remember initial year stuff being a thing
                    6:29 PM
                    So it very well might not have
                    6:30 PM
                    But either way even if it was 0 that wouldn't help, that would take it back to 1970/01/01 if it were
                    6:30 PM
                    because it'd be 0 - current time
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                    But what calls settime?
                    6:31 PM
                    I still can't see it
                    6:32 PM
                    Oh right
                    6:32 PM
                    I see
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                    Maide
                    But either way even if it was 0 that wouldn't help, that would take it back to 1970/01/01 if it were
                    We pass in the actual time though (edited)
                    6:32 PM
                    Not 0
                    6:34 PM
                    To the steady clock that is
                    6:34 PM
                    And as the RTC id matches (edited)
                    6:34 PM
                    It reuses that base
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                    It's a bit complicated but settime is called like, glue calls SetupStandardLocalSystemClockCore, which calls into psc, and in psc that calls StandardLocalSystemClockCore::Initialize
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                    Right
                    6:35 PM
                    But surely the uuid is the same?
                    6:35 PM
                    So it hits this
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                    https://github.com/Kelebek1/yuzu/blob/time/src/core/hle/service/psc/time/clocks/standard_local_system_clock_core.cpp#L8C6-L18 and according to you, it generates a new UUID, so the top path fails and it doesn't just set the current context, it calls SetTime
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                    And works
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                    It can't be the same if it generates a new one
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                    The new uuid is used for everything tho
                    6:36 PM
                    Because the clock source is all the same
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                    But even if it did that doesn't help, the system clock context is initialised to 0, so the time point is 0, and it would be a UUID of 0 with time 0
                    6:36 PM
                    Which is still wrong
                    6:36 PM
                    Because it would never initialise basically if it just carried over 0 each time
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                    RTC offset is passed into steady clock though?
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                    And if it wasn't 0, then it would still be set to the last time set system context was even called, which is still in the past.
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                    And everything uses that
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                    The fofsets are relative to this time point
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                    Maide
                    And if it wasn't 0, then it would still be set to the last time set system context was even called, which is still in the past.
                    It'll use the steady clock offset
                    6:37 PM
                    Like
                    6:37 PM
                    If the uuids matxh
                    6:37 PM
                    System = steady
                    6:37 PM
                    And they do
                    6:37 PM
                    So I'm not understanding the issue
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                    The context passed in is read from system settings
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                    Passed into where? (edited)
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                    It's not the steady clock context
                    6:37 PM
                    Into that initialise
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                    It doesn't matter though
                    6:38 PM
                    As long as the uuids match
                    6:38 PM
                    It'll work
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                    No it won't
                    6:38 PM
                    Because the context is bad
                    6:38 PM
                    Well, on first boot it's very bad, but otherwise it'll still be outdated
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                    Wdym bad
                    6:38 PM
                    I don't understand
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                    And it'll be pointing time points to, say, yesterday
                    6:39 PM
                    The setting doesn't contain the current time
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                    In this https://discord.com/channels/398318088170242053/402002111241388032/1175140154659307570 you can see it gets the context (called "out_service" there cause IDA aliasing) but right before the initial year call it gets the context from SetSys
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                    Right?
                    6:41 PM
                    But then that'll be initialised with RTC config
                    6:41 PM
                    And it'll be fine?
                    6:41 PM
                    Cause the uuids will match or whatever (edited)
                    6:42 PM
                    The reason it passes in initial year is cause if the uuids don't match, the RTC will be calibrated with that initial year as the base
                    6:42 PM
                    I'd assume
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                    It doesn't set any rtc stuff here I don't think
                    6:43 PM
                    They do weird stuff with the rtc on boot though
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                    The RTC config is that setting
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                    Like how it detects the reset
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                    I'm fairly sure (edited)
                    6:43 PM
                    But anyway
                    6:43 PM
                    That's irellevant
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                    Yeah, either way, I do have the code written like that, but it doesn't work.
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                    What's the issue if you just provide make the context have a 0 offset
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                    So it should hit the first path on re-load anyway
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                    And the correct uuid
                    6:44 PM
                    Should just work
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                    That alone didn't solve problems I have having with time not working still
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                    But it fixes the issue
                    6:44 PM
                    It's what skyline does
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                    But I'm curious how the real module does it so I was wondering if you knew.
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                    And matches what hw does if the RTC is calibrated like that
                    6:45 PM
                    But right, if the uuid changes it'll probably just assume the current year because it has nothing else to go off
                    6:46 PM
                    Needs a network sync
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                    Which I would like to add, but wher eis that called from?
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                    The network sync?
                    6:46 PM
                    Uh I have no clue
                    6:47 PM
                    Clue could have some thread for it
                    6:47 PM
                    Or well might not necessarily even be network
                    6:47 PM
                    Could be user config
                    Avatar
                    Like this is the impl for a IEnsureNetworkClockAvailabilityService, when you call StartTask on it, it links into a list and then calls this (edited)
                    6:47 PM
                    But I can't find where the IEnsureNetworkClockAvailabilityService is actually opened
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                    No idea
                    6:48 PM
                    Never red glue that much
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                    THis is in NIM rather than glue
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                    Personally find it pointless to emulate them kind of details as they're not visible to the app
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                    Does glue even conenct to ntc
                    6:48 PM
                    I don't think it does
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                    No clue
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                    LibAppletLns 0100000000001010 nim 0100000000000025 LibAppletShop 010000000000100b maintenance 0100000000001015 Application 01008bb00013c000 LibAppletWeb 010000000000100a starter 0100000000001012 qlaunch 0100000000001000 netConnect 0100000000001006
                    6:49 PM
                    It doesn't, it's just these
                    6:49 PM
                    I looked at netConnect, qlaunch and starter
                    6:49 PM
                    And nothing useful
                    6:50 PM
                    But their code is super complicated so I can't really follow it.
                    6:50 PM
                    They are visible to the app though indirectly, since you need some regular updates to the clocks
                    6:52 PM
                    This'll take me a while to build and find out again as I forgot, but let me see what results I get and try to see why it's not working.
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                    Maide
                    They are visible to the app though indirectly, since you need some regular updates to the clocks
                    Not really
                    7:02 PM
                    The clock never needs to be updated after it's set initially (edited)
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                    GetContext from system clock core 0x2EB4DB02480 -- offset -1700247783 time point 1700247783 so setting the time to 0 makes them equal lol
                    7:03 PM
                    glue\time\time_zone.cpp:Handle_ToPosixTime:227: called. calendar year 1970 month 1 day 1 hour 0 minute 0 second 13 and it returns 0 as the base
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                    Are your uuid's not equal? (edited)
                    7:04 PM
                    I'd uuids are equal or should pass through to the steady clock
                    Avatar
                    They're not, but that's what happens... You have rtc fixed to true which forces it
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                    Which returns the POSIX time
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                    Result TimeManager::SetupStandardSteadyClockCore() { Common::UUID external_clock_source_id{}; auto res = m_set_sys->GetExternalSteadyClockSourceId(external_clock_source_id); ASSERT(res == ResultSuccess); s64 external_steady_clock_internal_offset_s{}; res = m_set_sys->GetExternalSteadyClockInternalOffset(external_steady_clock_internal_offset_s); ASSERT(res == ResultSuccess); auto one_second_ns{ std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::seconds(1)).count()}; s64 external_steady_clock_internal_offset_ns{external_steady_clock_internal_offset_s * one_second_ns}; s32 standard_steady_clock_test_offset_m{ GetSettingsItemValue<s32>(m_set_sys, "time", "standard_steady_clock_test_offset_minutes")}; auto one_minute_ns{ std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::minutes(1)).count()}; s64 standard_steady_clock_test_offset_ns{standard_steady_clock_test_offset_m * one_minute_ns}; auto reset_detected = m_steady_clock_resource.GetResetDetected(); if (reset_detected) { external_clock_source_id = {}; } Common::UUID clock_source_id{}; m_steady_clock_resource.Initialize(&clock_source_id, &external_clock_source_id); if (clock_source_id != external_clock_source_id) { m_set_sys->SetExternalSteadyClockSourceId(clock_source_id); } res = m_time_m->SetupStandardSteadyClockCore(clock_source_id, m_steady_clock_resource.GetTime(), external_steady_clock_internal_offset_ns, standard_steady_clock_test_offset_ns, reset_detected); ASSERT(res == ResultSuccess); R_SUCCEED(); }
                    7:05 PM
                    external_clock_source_id gets reset in that case
                    7:05 PM
                    And then clock_source_id gets randomised
                    Avatar
                    Yeah, cause it's an RTC reset?
                    7:06 PM
                    That's correct
                    7:06 PM
                    The RTC time is invalid
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                    Yeah, which hexkys said is always true on boot, and Skyline fixes it to true as well
                    7:06 PM
                    That it's reset to true on every boot
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                    I really don't have a good enough memory of this to be able to help
                    7:07 PM
                    I got skylines code to be accurate and I've never touched time since
                    Avatar

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                    Affected Build(s)

                    All revisions up to 1622

                    Description of Issue

                    The particle-like effects of poison, burning poison, fireflies, save statues' sparkles, waterfall drops are missing. Moreover the smoke effects of burning wall torches and dust after running are somehow blinking. No statue sparkles and fireflies ![No statue sparkles and fireflies](https://github.com/yuzu-emu/yuzu/assets/96921167/...
                    Avatar
                    You've got the code in front of you so you'll probably do a better job than ne
                    7:08 PM
                    But realistically apps won't care about this
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                    Oh wait, you force it to false actually.
                    7:09 PM
                    I thoguht I saw it being set to true somewhere but no, you force false
                    7:10 PM
                    Did you test Pokemon Sword's Pokejobs with Skyline?
                    7:10 PM
                    Because I did fix Pokemon Quest no issue, but Sword just refuses to move when offline.
                    7:14 PM
                    Ok even with reset detected false and the 0 time, it still generates a big negative offset
                    7:15 PM
                    Oh, yeah, because it's 0 - current_time in SystemClockCore::SetCurrentTime
                    7:16 PM
                    Which still means it's trying to get back to 1970
                    7:19 PM
                    Yeah I don't know, it should be initialised the same way as yours from everything I see 🤷
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                    Maide
                    Oh, yeah, because it's 0 - current_time in SystemClockCore::SetCurrentTime
                    We don't call set tho cause uuids match hence that doesn't happen
                    7:40 PM
                    For us
                    7:40 PM
                    Not saying that's how it needs to be in hos
                    7:43 PM
                    Last time we did an upgrade on the time service was during 9.x era, it was about time to take back that reverse again! 15.0.0 added a new structure on the shared memory to get steady clock raw time...
                    7:43 PM
                    Ryu did this to fix pokejobs
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                    I've seen it, but Ryu is also not accurate to the sysmodule.
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                    Also note
                    7:45 PM
                    Pokejob issue is part of save file (edited)
                    7:46 PM
                    You need to recreate save
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                    Yeah, I did try.
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                    To be able to test
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                    It takes like an hour or something to unlock them which sucks, but I did try it with a new save once.
                    7:47 PM
                    I really want to know what creates the network correction tasks though, it would be great to get that.
                    Avatar

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                    Affected Build(s)

                    Mainline 1622

                    Description of Issue

                    Yuzu shows an empty field in the settings box where a Vulkan GPU device should be chosen. !image Yuzu crashes when trying to launch a game. Inspecting the log file, it looks like the existing devices (Nvidia, Intel, LLVmpipe) have indices 0,1,2 res...
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                    I can't see github pings by the way byte, so I never saw that
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                    Is that a bug or just a preference?
                    Avatar
                    No idea, just always been that way.
                    9:30 PM
                    Don't know where you're even meant to see them (edited)
                    Avatar
                    Sometimes the mobile app gives me actual notifications
                    Avatar

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                    Affected Build(s)

                    Mainline 1624

                    Description of Issue

                    Yellow-ish color for standard Mario clothes

                    Expected Behavior

                    Normal "red cap" and "red clothes" for Mario.

                    Reproduction Steps

                    Go through the load/save menu. !Sem título

                    Log File

                    [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/fil...
                    Avatar
                    @epicboy there's some nvidia-specific weirdness going on with mario rpg's title screen
                    12:05 AM
                    mario looks normal on amd, and intel, and mali
                    12:05 AM
                    mario looks yellow on nvidia
                    12:05 AM
                    both vulkan and opengl
                    Avatar
                    I see the background is missing the orange too
                    12:06 AM
                    And the darker tint on the right?
                    Avatar

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                    Affected Build(s)

                    Yuzu mainline 1624

                    Description of Issue

                    FPS stable until first cutscene with Raura where during the cutscene fps will slowdown and stutter, then seemingly return to full speed during different parts of the cutscene. On linux so tried using MangoHUD to monitor things and I noticed during the slowdown/stutter GPU usage jumps to 2-3x normal usage(often maxing out and sometimes causin...
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                    Affected Build(s)

                    Early Access 3979

                    Description of Issue

                    I have my game directory set for a local NAS and until 3979 it has always worked and shown as "///games/" but as of 3979 the folders location seems to forget it is a network drive and changes to something like this "//games/" and then can not find the directory until I re-add the directory again. ![Screenshot 2023-11-17 201336](https://git...
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                    Build Notification BOT 11/18/2023 1:42 AM
                    Build #20231118.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:42 AM
                    Build #20231118.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    1:43 AM
                    Build #20231118.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Pharynx
                    mario looks yellow on nvidia
                    This is just the Nvidia exclusive skin tea
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                    I'm guessing you pinged me because no one can look into this?
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                    I am out all day tomorrow and it's really inconvenient for me to investigate nvidia issues
                    2:23 AM
                    also something about my setup broke renderdoc
                    2:23 AM
                    Maide is busy with time and blink is blink
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                    I've been doing nvdec, I gave up on time for now.
                    2:24 AM
                    Which epicboy also wrote and can probably help with 😛
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                    what are you doing with nvdec?
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                    Is there an existing issue for this? I have searched the existing issues Affected Build(s) yuzu1613 Description of Issue Graphics not loading properly in opening other than that every thing is fine...
                    2:26 AM
                    And also there's another issue I see which is hos1x only has a single memory manager, which means multiple nvdec instances will use the wrong memory mapping and break, which is probably the issue with Hatsune Miku Project DIVA Mega Mix, but this game only has a single video so that's not the problem here.
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                    Maide
                    And also there's another issue I see which is hos1x only has a single memory manager, which means multiple nvdec instances will use the wrong memory mapping and break, which is probably the issue with Hatsune Miku Project DIVA Mega Mix, but this game only has a single video so that's not the problem here.
                    Pikmin 4 known to corrupt video after play while might worth checkout
                    2:27 AM
                    I think it uses.multiple vid
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                    Pharynx
                    @epicboy there's some nvidia-specific weirdness going on with mario rpg's title screen
                    Someone needs to whip Nvidia
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                    is it their fault?
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                    Something gone wrong in their shader compiler. The game does this: u_8 = uint(bitfieldExtract(uint(u_14), int(0u), int(16u))); u_8 = uint(u_8 * 1u); u_8 = u_8 << 16u; u_14 = uint(bitfieldExtract(uint(u_14), int(16u), int(16u))); u_8 = u_8 + u_14; The fix? -u_8 = u_8 + u_14; +u_8 = u_8 | u_14;
                    2:52 AM
                    otherwise it simply assigns the value: u_8 = u_14
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                    do we have to put junk on every add instruction in every shader to work around this
                    2:54 AM
                    or is there a more specific condition?
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                    It should be this specific pattern of extracting the low and high bits, and doing an OR instead of an ADD
                    2:56 AM
                    Idk i guess we need an optimization pass for vendor workarounds deepfried
                    Avatar
                    we already have many
                    2:58 AM
                    ConditionalBarrierPass and LowerFp64ToFp32 are workarounds for intel
                    2:58 AM
                    LayerPass is a workaround for nvidia
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                    Crazy that this bug happens in Vulkan, OGL GLSL and GLASM. usually GLASM isn't broken by their shader opts gone wrong
                    3:00 AM
                    I'll try to throw a PR up in a bit
                    ❤️ 1
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                    thanks for looking at it
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                    Seems to still be missing the orange in the background?
                    3:24 AM
                    And the darkening on the right
                    3:25 AM
                    Separate issue I guess?
                    Avatar
                    the orange doesn't appear until you clear the first battle
                    3:26 AM
                    pretty sure
                    Avatar
                    What about the right side?
                    Avatar
                    Workaround to an odd Nvidia bug that should be harmless to apply everywhere. Basically, in the following pattern: glsl uint low = uint(bitfieldExtract(some_number, 0, 16)); low <<= 16U; uint high = uint(bitfieldExtract(some_number, 16, 16)); uint swapped = low + high; Replace the addition with a bitwise or: glsl uint swapped = low | high; Closes #12063
                    Avatar
                    GoldenX86_64 11/18/2023 4:09 AM
                    Avatar
                    Avatar
                    GoldenX86_64
                    Click to see attachment 🖼️
                    Nvidia > AMD > Nvidia > AMD
                    Avatar
                    GoldenX86_64 11/18/2023 4:15 AM
                    A graph of frame losses decoding YouTube? kek
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                    Avatar
                    Maide
                    Which epicboy also wrote and can probably help with 😛
                    Feel free to reach out if you need anything btw
                    Avatar
                    Well I just don't know how to fix it, kinda out of ideas.
                    5:03 AM
                    5:04 AM
                    Main things are that nvdec/vic can be called out of order, so instead of just a queue I add the frames to a map keyed on the luma offset and then pull them out in vic on the same offset
                    5:05 AM
                    The other thing is what jduncanator said here https://github.com/Ryujinx/Ryujinx/pull/2671#issuecomment-923513823 with regards to sending the empty packet to force returning a delayed frame.
                    5:05 AM
                    But neither of those are helping.
                    5:06 AM
                    I thoguht maybe actually writing the fields back to memory in nvdec instead of temporarily storing them might help, so I tried adding that, but the rendering is worse than normal so something's messed up there
                    Avatar
                    @Maide the issue is that there is graphical corruption, and ffmpeg complains about missing a reference frame?
                    5:18 AM
                    Stupid suggestion, have you tried with CPU decoding?
                    Avatar
                    Yes, I'm forcing it in the branch, if you see CreateGpuAvDevice I have return false; right at the top
                    5:27 AM
                    But cpu and gpu are the same
                    5:31 AM
                    And here's what it looks like on master for reference (edited)
                    5:34 AM
                    And yeah with lots of errors, mainly the missing reference
                    Avatar
                    GL_SEPARATE_ATTRIBS only applies when multiple buffers are being used, else GL_INTERLEAVED_ATTRIBS handles the cases for a single buffer with potentially more than one attribute closes #11680 closes #11888
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                    Avatar
                    Maide
                    And also there's another issue I see which is hos1x only has a single memory manager, which means multiple nvdec instances will use the wrong memory mapping and break, which is probably the issue with Hatsune Miku Project DIVA Mega Mix, but this game only has a single video so that's not the problem here.
                    Huh
                    9:14 AM
                    No that's correct behaviour
                    9:14 AM
                    The issue with multiple instances is more on the command processing side
                    Avatar
                    How is it correct behaviour tho? It's a channel, channels necessarily have their own address space don't they?
                    9:15 AM
                    That's only a GPU thing, and that's not necessarily even the case there
                    Avatar
                    Just looking at what gets mapped, they're really low addresses and quite wide-ranging, I can imagine they clash
                    Avatar
                    The allocator is in the driver
                    Avatar
                    Ok well if tht's not it then I have no idea why Hatsune Miku is broken
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                    Avatar
                    ByLaws
                    The issue with multiple instances is more on the command processing side
                    From what I remember
                    9:16 AM
                    Nvdec doesn't really have multiple instances
                    9:16 AM
                    Right that's correct
                    9:16 AM
                    Nvdec doesn't have that concept
                    9:17 AM
                    But you introduced it because stuff is awkward otherwise
                    9:17 AM
                    Real nvdec is stateless and uses all the fancy buffers you pass in
                    Avatar
                    Then what we have seems ok?
                    9:19 AM
                    for (const auto& cmd_buffer : command_buffers) { const auto object = nvmap.GetHandle(cmd_buffer.memory_id); ASSERT_OR_EXECUTE(object, return NvResult::InvalidState;); Tegra::ChCommandHeaderList cmdlist(cmd_buffer.word_count); system.ApplicationMemory().ReadBlock(object->address + cmd_buffer.offset, cmdlist.data(), cmdlist.size() * sizeof(u32)); gpu.PushCommandBuffer(core.Host1xDeviceFile().fd_to_id[fd], cmdlist); } if we get the right address for the command buffer, dunno what else there would be
                    Avatar
                    Avatar
                    Maide
                    Then what we have seems ok?
                    Well
                    11:36 AM
                    Yuzu doesn't uses the passed in buffers
                    11:37 AM
                    And it would be very impractical to make it so ao
                    11:37 AM
                    Since they're all hw decoder specific
                    11:41 AM
                    In meaning the ones in the decided side tho
                    11:41 AM
                    Not in nvdrv
                    1:30 PM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    It'd be better to be able to apply update and dlc packages on the go, as you start running the game. This can be set via individual game settings. The other popular Switch emulator can do this.

                    Why would this feature be useful?

                    The reason for the necessity of this is that once you have a few Switch roms, it already becomes problematic for the hard drive by taking do...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Hello! I love using Nvidia Geforce Experience to make clips and screenshots! There are 2 things I like to suggest: 1.) Rename Yuzu's application name for Geforce Experience from "Base Profile" to "Yuzu". 2.) Make the clips go into the Base Profile/Yuzu folder instead of the Desktop folder when using Windowed Fullscreen Mode. I think this makes 100% sense to ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mineline 1625

                    Description of Issue

                    I don't know why happen, when I hit an enemy the game crash unfortunately. I don't understand about this so much. Could you help me? Pleaseee https://github.com/yuzu-emu/yuzu/assets/127455248/cce01511-f578-4c54-be69-5d84e94cd7ee

                    Expected Behavior

                    I just hope I can hit the enemy without get crash. Thanks

                    Reproduction Steps

                    I h...
                    Avatar
                    I bet it's no ram based on those specs
                    6:21 PM
                    nope, device loss
                    6:21 PM
                    lol intel
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                    Fixes some regressions in Pokemon Scarlet. thanks to @ameerj for figuring it out!
                    Avatar
                    is flicker fixed yet
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                    nah, just the buildings
                    6:30 PM
                    that flicker must be some stupid bug hiding somewhere in the buffer cache. (edited)
                    Avatar
                    maybe you could try to debug the game
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                    i would but I hate it
                    6:32 PM
                    you can ask Maide, buffer corruptions are the hardest stuff to debug
                    Avatar
                    I also hate this game
                    6:33 PM
                    just like I hate shredder's revenge
                    Avatar
                    Avatar
                    Pharynx
                    just like I hate shredder's revenge
                    it does not work in NCE just so you know
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                    I am aware
                    6:38 PM
                    the game has multiple bugs
                    Avatar
                    I mean I've already said that I think everything has to be re-written. I don't think current caches can be saved
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    yuzu 1624 (flatpak)

                    Description of Issue

                    The game works but crashes. I could successfully create the character and launch the game itself, but when I start the game (the playable part) it crashes after few seconds.

                    Expected Behavior

                    Launch and play the game at least with bad quality graphics.

                    Reproduction Steps

                    I try various configurations and they all end up failing. ...
                    Avatar
                    This initially started as a port of Skyline's native code execution (NCE) backend to yuzu, however, due to major architectural differences between the two emulators, it has turned into an (almost) complete reimplementation of the concept. Regardless, Skyline has proved a crucial reference throught the development of this CPU backend, so big credit to them. Which games will benefit? All games that use a 39-bit address space can utilize the new native code execution backend. This mean...
                    andydab 25
                    🎉 24
                    ❤️ 19
                    prometheus 16
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                    Avatar
                    Blinkhawk
                    it does not work in NCE just so you know
                    Interesting
                    9:00 PM
                    I think this worked for us
                    9:00 PM
                    One tmnt
                    Avatar
                    shredder's revenge is super buggy
                    9:01 PM
                    I picked it apart extensively and it needs like 6 different fixes for the race conditions it has
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Early access build on Google play

                    Description of Issue

                    Graphical issues in Mark of the ninja

                    Expected Behavior

                    Smooth graphics

                    Reproduction Steps

                    Start the new game, some spots get automatically black in the game

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU:snapdragon 8 ge...
                    Avatar
                    This turned out to be a bit bigger than I expected. But is still preparation of project leviathan. The major changes is that SixAxis, ConsoleSixAxis and SevenSixAxis are actually different resources. I also removed the array of controller base. As this will no longer hold true in the future. Controllers are similar but have way different structures so I can't use a common template anymore. I also find to be much cleaner to simply call GetNpad(). This shouldn't have any differenc...
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                    Anyone know which game takes the vkCmdDrawIndirectByteCountEXT path?
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                    is there way to know or log it?
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                    i'll try for you
                    ❤️ 1
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                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    EA/ 133-135/ NCE artifact build

                    Description of Issue

                    When pausing the game the rendering gets messed up and displays multiple of the image stacked on top of itself. It seems like the more you pause and unpause that fps degrades. !Screenshot_20231118_192251_yuzu

                    Expected Behavior

                    Paus...
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                    Seems there is no game that utilize this on my game list >.>
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    NCE

                    Description of Issue

                    Always force close after some publisher or developer logo

                    Expected Behavior

                    Can go to Menu

                    Reproduction Steps

                    Idk maybe make it so it can run

                    Log File

                    [ 0.004774] Frontend main/jni/native.cpp:Javaorg_yuzu_yuzu_1emu_NativeLibrary_logDeviceInfo:726: yuzu Version: HEAD-40258f253 [ 0.004814] Frontend main/jni/native.cpp:Java_org_yuzu...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    We use Yuzu exclusively on Steam Deck connected to the television. We use multiple Xbox controllers. Everytime we start Mario Kart 8 Yuzu will fire up a conntroller selection gui when we get to the player selection screen. This is REALLY annoying. Because we need to get the wireless keyboard out and only press OK. This is really troublesome for the small children, be...
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                    epicboy
                    Anyone know which game takes the vkCmdDrawIndirectByteCountEXT path?
                    Xb3
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    NCE build

                    Description of Issue

                    Game just gets stuck in 'building shaders' screen(kept it like that for 5 mins before it closing myself)

                    Expected Behavior

                    Should boot into game

                    Reproduction Steps

                    install the nce build being used publicly, keep everything in default settings (same thing with and without NCE enabled, I've reproduced this 3 times)

                    Log File

                    [yuzu_log....
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                    Avatar
                    epicboy
                    Anyone know which game takes the vkCmdDrawIndirectByteCountEXT path?
                    XB3 but the game uses QUADS with it, so it always defaults to a fallback
                    Avatar
                    Oh I made it onto the october progress report Lets go
                    Avatar
                    Currently, we have only 1 pipeline worker in Android. Thus we have way too much stutter when making shaders. Since NCE, we can be a bit more generous. This also adds a check for drivers that have broken parallel shader compiling.
                    Avatar
                    Build Notification BOT 11/19/2023 2:50 PM
                    Build #20231119.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/19/2023 2:51 PM
                    Build #20231119.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:51 PM
                    Build #20231119.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/19/2023 2:52 PM
                    Build #20231119.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:53 PM
                    Build #20231119.5 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    HEAD-40258f253 (/actions/runs/6916227395)

                    Description of Issue

                    The base game (v1.0.0) works but the latest update (v2.0.2) breaks on loading screen (log says it's a "Userspace PANIC" with debug_buffer_err_code=202).

                    Expected Behavior

                    The game boots normally.

                    Reproduction Steps

                    • Install the update (v2.0.2).

                    Log File

                    [ 0.369572] Frontend main/jni/native.cpp:Jav...
                    Avatar
                    Build Notification BOT 11/19/2023 4:23 PM
                    Build #20231119.6 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline + NCE

                    Description of Issue

                    Games requiring Fastmem disabled freeze after launching with NCE enabled As example: Dragon Ball z kakarot Demon slayer Kimetsu no Yaiba !Screenshot_20231119-093150_yuzu freezes with FPS at 0 Note: The game starts well with dynarmic + fastmem OFF b...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline + NCE

                    Description of Issue

                    the game has problems with black textures, invisible and other textures appearing and disappearing !Screenshot_20231119-104034 !Screenshot_20231119-104234_yuzu ![Scr...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Latest Github / NCE / Playstore

                    Description of Issue

                    !Screenshot_20231120_023455_yuzu !Screenshot_20231120_023528_yuzu ![Screenshot_20231120_030600_yuzu](https://github.com/yuzu-emu/yuzu/assets/1354845...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1623-1626

                    Description of Issue

                    I've been playing Valkyria Chronicles for the past few days without any problems. Stopped playing 2 days ago, and now after updating Yuzu, the game just starts crashing when I open the game (during the "Launching" screen).
                    • no settings changed or drivers installed
                    • Other games like Xenoblade Chronicles 1 and Vampire Survivors work jus...
                    Avatar
                    Build Notification BOT 11/19/2023 7:10 PM
                    Build #20231119.7 part of pipeline yuzu patreon stage1 was manually stopped.
                    7:13 PM
                    Build #20231119.8 part of pipeline yuzu patreon stage1 failed.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1625

                    Description of Issue

                    When playing multiplayer in Mariokart 8 Deluxe, using Yuzu Multiplayer, and the in-game Wireless and/or LAN Play, under certain specific situations, the game throws a communication error. And depending on said sitatuation, it either does so randomly, or consistently. There are two methods that my friends and I have found for triggering this; all ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1626

                    Description of Issue

                    When trying to boot Super Mario Bros Wonder with a mod that removes all restrictions on file sizes, the game crashes from what looks like misinterpreting instruction data. Use the following file, placed as romfs/System/Resource/ResourceSizeTable.Product.100.rsizetable.zs: [ResourceSizeTable.Product.100.rsizetable.zs](https://github.com/yuz...
                    Avatar
                    Additionally fixes an issue where all homebrew apps would appear in the recently played list even though you only played one
                    Avatar
                    I want to look at the log system next. Is there anything useful/interesting/annoying I should know about?
                    Avatar
                    What about the log system in particular?
                    Avatar
                    I ran into a lot of log spam when adding the controller applet The only way around that is to set it to debug and thats only a hacky solution
                    9:22 PM
                    I was thinking of at least adding log deduplication
                    9:22 PM
                    And then there is the issue that sometimes the logs just stops for some reason until something happens like closing a game
                    Avatar
                    I've never seen that happen
                    9:47 PM
                    log deduplication seems a bit difficult
                    Avatar
                    Avatar
                    FrozenAra
                    And then there is the issue that sometimes the logs just stops for some reason until something happens like closing a game
                    It's because of what I said before, the logging is done on another thread
                    10:03 PM
                    So it's interrupted when crashing or when you pause threads
                    10:03 PM
                    That's why it would be nice to have an option to skip that and do it synchronously
                    Avatar
                    lol it was synchronous previously, but that was changed because of the perf impact
                    Avatar
                    Yeah, not sync by default, but an option for debugging
                    10:04 PM
                    And it would be useful for issue logs as well
                    Avatar
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                    Maide
                    It's because of what I said before, the logging is done on another thread
                    Yeah I thought thats probably why
                    Avatar
                    Also if you're doing logging, try to unify the code and log filter strings
                    10:06 PM
                    In the log filter you have to do e.g Service.Time, but in code it's Service_Time
                    10:06 PM
                    Thats just a bit annoying
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                    Pharynx
                    log deduplication seems a bit difficult
                    Yeah I assume itll be fun lol But I still wanna try
                    Avatar
                    Also add multiple filter support, and add a mouse-over hint text on how to use it, because I always forget 🙂
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                    Maide
                    In the log filter you have to do e.g Service.Time, but in code it's Service_Time
                    Ah Narr mentioned something about that being weird
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                    flTobi
                    lol it was synchronous previously, but that was changed because of the perf impact
                    I can just make it a debug option
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                    Yeah sure why not 🤷‍♂️
                    Avatar
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                    FrozenAra
                    And then there is the issue that sometimes the logs just stops for some reason until something happens like closing a game
                    Narr the Reg 11/19/2023 10:21 PM
                    You can pause the log at any time
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                    Avatar
                    Narr the Reg
                    You can pause the log at any time
                    Yeah but that happens if I dont pause it
                    10:21 PM
                    Its the threading issue
                    Avatar
                    oh wait, you're on windows right
                    10:22 PM
                    open the log terminal again and press enter to clear the selection
                    10:22 PM
                    that frees up the log
                    Avatar
                    I am just checking the logs with an external program that just tails the file
                    10:23 PM
                    Or is that the "wrong" way?
                    Avatar
                    there's a much easier way to view the log which is to just enable the box that says "show log in console"
                    10:23 PM
                    on windows this opens a terminal containing the log with colored output
                    Avatar
                    True that is easier I am just used to my log tool from my personal stuff
                    Avatar
                    that one won't freeze (unless you click in the terminal to select something, which causes windows to freeze it)
                    Avatar
                    The share sheet was causing problems for people who just wanted to back up their saves and didn't have a file manager to copy the zip with. Just saving to a selected location makes things easier for everyone.
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                    Its a very nice tool Probably overkill though
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                    Pharynx
                    that one won't freeze (unless you click in the terminal to select something, which causes windows to freeze it)
                    But does that solve the log just not updating?
                    Avatar
                    Narr the Reg 11/19/2023 10:26 PM
                    I never seen the log not updating. But I just use the one built in yuzu
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                    I have also not seen that outside of the aforementioned case
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                    Maybe it's just a file issue then
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                    Narr the Reg 11/19/2023 10:28 PM
                    Is your program reading to the actual log file?
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                    Its just as if I use tail -f
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                    Narr the Reg 11/19/2023 10:29 PM
                    We don't flush the log file on every message. That killed performance really bad as the disk was always on 100% usage
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                    Ahh thats it then
                    10:30 PM
                    Maybe I should just add a flush button then Not sure if thats needed though
                    Avatar
                    Utilize glBindVertexBuffers and glBindBuffersRange to bind a batch of buffers, rather than binding them one buffer at a time. This alleviates some API call overhead, and outweighs the benefits of NV_vertex_buffer_unified_memory, so the paths using this extension can be removed. Also includes some other minor optimizations in the area. glBindBuffersRange can be used to batch the UBO/SSBO bindings as well, but that change is a bit intrusive, so it remains as a todo.
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                    Narr the Reg
                    We don't flush the log file on every message. That killed performance really bad as the disk was always on 100% usage
                    Or maybe add a timer to flush periodically
                    Avatar
                    @epicboy any idea how this code works? https://github.com/yuzu-emu/yuzu/blob/master/src/video_core/host1x/codecs/codec.cpp#L331-L352 what does av_buffersink_get_frame do? How many frames is this expected to output?
                    Avatar
                    @Maide check out my rewrite branch, it's much easier to understand
                    Avatar
                    You rewrote nvdec?
                    10:35 PM
                    Why didn't you say when I'm working on it. >:
                    10:35 PM
                    Link
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                    I pinged you about it already
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                    FrozenAra
                    Or maybe add a timer to flush periodically
                    Wouldn't that still kill performance?
                    Avatar
                    the gist is that you probably shouldn't worry about the buffersink and buffersource functions because those apply specifically to interlaced video?
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                    Yeah and I'm having problems with interlaced video
                    Avatar
                    av_buffersrc_add_frame queues a raw AVFrame for deinterlacing
                    Avatar
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                    flTobi
                    Wouldn't that still kill performance?
                    It should probably be a debug option Just so tailing the file while working on something works normally
                    Avatar
                    av_buffersink_get_frame dequeues a raw AVFrame as a field of the interlaced video
                    10:38 PM
                    interlaced video storage works by encoding both fields simultaneously, then taking each field individually as a presentation unit
                    Avatar
                    So it's just a single frame?
                    Avatar
                    you put one frame in and get two frames out
                    Avatar
                    How are the two frames given? Because logging the loop, it only loops 1 time and only does 1 push
                    10:38 PM
                    Because I thoguht it was 1 in and 2 out but seems like it isn't
                    Avatar
                    the deinterlace filter is supposed to give you 2 out for each 1 in
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                    Is it 1 per av_buffersink_get_frame call though?
                    Avatar
                    av_buffersrc_add_frame_flags -> call av_buffersink_get_frame twice?
                    Avatar
                    Ok well, it doesn't seem to do that
                    10:39 PM
                    It always returns an error on the second call and breaks out
                    Avatar
                    what's the error
                    10:39 PM
                    use av_err2str (edited)
                    10:40 PM
                    we set it to mode 1 (in 1:-1:0) so it should always produce two fields from one frame
                    Avatar
                    How do I even use that?
                    Avatar
                    What? I mean av_err2str
                    10:41 PM
                    Just says "expected an expression"
                    Avatar
                    int ret = av_... LOG_ERROR(HW_GPU, "{}", av_err2str(ret));
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 2f9487cd3

                    Description of Issue

                    Screen gradually flicks more and more untill unplayable

                    Expected Behavior

                    No flickering

                    Reproduction Steps

                    Just run the game

                    Log File

                    https://pastebin.com/hZaExCcd

                    System Configuration

                    CPU: Qualcomm Snapdragon 690/750G 5G GPU: Adreno (TM) 619 Driver: Default, Turnip v24.0.0 and Turnip V23.3.0 RAM: 6 GB LPDDR4X OS...
                    Avatar
                    Yeah that's an error
                    10:42 PM
                    int ret = av_buffersink_get_frame(av_filter_sink_ctx, frame.get()); if (ret == AVERROR(EAGAIN) || ret == AVERROR(AVERROR_EOF)) { auto res_str = av_err2str(ret); break; }
                    10:42 PM
                    error C4576: a parenthesized type followed by an initializer list is a non-standard explicit type conversion syntax
                    Avatar
                    std::string AVError(int errnum) { char errbuf[AV_ERROR_MAX_STRING_SIZE] = {}; av_make_error_string(errbuf, sizeof(errbuf) - 1, errnum); return errbuf; }
                    10:43 PM
                    use this then
                    Avatar
                    Where's that defined?
                    Avatar
                    in my rewrite branch
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                    Well I don't have that lol
                    Avatar
                    It's fine, I'll jsut use that function instead
                    10:45 PM
                    It's one of those errors tho
                    10:46 PM
                    EAGAIN probably
                    10:47 PM
                    Resource temporarily unavailable
                    10:47 PM
                    Is the error
                    10:47 PM
                    Well, that's the error on frame 0 actually, which may be different to the second call on other frames
                    Avatar
                    yeah EAGAIN
                    10:48 PM
                    can you dump out the video file
                    10:48 PM
                    it's probably just sitting in romfs
                    Avatar
                    Ok the second call on all subsequent frames is the same thing
                    10:49 PM
                    I don't want to dump the whole romfs, ugh
                    10:49 PM
                    And I bet it isn't
                    10:49 PM
                    The video plays fine on master by the way, even with only taking 1 frame
                    10:49 PM
                    It doesn't in what I'm doing, but also takes only 1 frame
                    10:51 PM
                    It's some custom encoded format
                    10:52 PM
                    XPCK
                    Avatar
                    Ok nvm I take it back, on master it does succeed in double decoding
                    11:03 PM
                    Somehow
                    11:06 PM
                    Ahhh
                    11:06 PM
                    It's because I'm calling decode directly and it's not setting the full context
                    11:06 PM
                    Which this thing relies on
                    Avatar
                    Another random profile 👍
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                    Even with getting the 2 frames it doesn't work
                    11:37 PM
                    ugh
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                    So what is currently stopping us from using the applets inside a game? The applets need to be run from a different thread?
                    Avatar
                    process
                    11:57 PM
                    you can create the process and load it into memory, but things will quickly fall apart because of two big obstacles
                    11:58 PM
                    the first is that dynarmic's code cache is not emptied when the current KProcess changes so if an applet accesses cores 0, 1, or 2 then the entire system will most likely violently explode
                    11:58 PM
                    this could be worked around by implementing KProcess::Switch
                    11:59 PM
                    the second more fundamental issue is that the entire core design cannot deal with having emulated memory for more than one process
                    Avatar
                    That sounds like stuff outside of my knowledge class
                    12:01 AM
                    I get what the issues are but no clue what needs to be done to fix that Sounds like a lot of work
                    Avatar
                    it is a lot of work, and there will probably be resistance to the way I want to fix it 😆
                    Avatar
                    What makes you say that? Spaghetti 😄?
                    Avatar
                    it would involve a scary thing known as "virtual function calls"
                    Avatar
                    Just kill all performance why don't you
                    12:15 AM
                    What would they be for?
                    Avatar
                    access to memory from HLE
                    12:15 AM
                    I want to split Core::Memory::Memory into "3 level page table" and "1 level page table" versions
                    Avatar
                    What's the 1 level for?
                    Avatar
                    application
                    12:15 AM
                    3 level is for everything else
                    12:16 AM
                    the callback from dynarmic will be devirtualized so there won't be any perf hit from taking callbacks
                    Avatar
                    The game use a single level? Why?
                    Avatar
                    faster
                    12:16 AM
                    applets don't need nearly as much cpu time
                    12:16 AM
                    so it's not a big deal if they get slower memory access
                    Avatar
                    Isn't that all reliant on the compiler though?
                    12:17 AM
                    I don't think MSVC does any devirtualisation does it? (edited)
                    Avatar
                    dynarmic devirtualizes the callback
                    Avatar
                    it takes the pointer you give it and resolves the vcall
                    Avatar
                    I'm probably going to have to basically delete everything in your nvdec PR unfortunately.
                    12:23 AM
                    I don't want to but if I can't make interlaced work I'm gonna have to do larger reworks
                    Avatar
                    uhh, that's fine as long as you preserve the DecodeApi abstraction
                    12:23 AM
                    because I have some code hooked up for android to do gpu decoding there
                    12:23 AM
                    that also uses DecodeApi
                    Avatar
                    Can android not use ffmpeg?
                    12:27 AM
                    Surely it can
                    Avatar
                    it has ffmpeg but ffmpeg only does software decoding on android
                    12:28 AM
                    ffmpeg doesn't have actual support for mediacodec as I was displeased to discover
                    12:28 AM
                    it registers support for the mediacodec hardware device but it does nothing
                    Avatar
                    Avatar
                    Pharynx
                    it would involve a scary thing known as "virtual function calls"
                    Short explanation why they are scary?
                    Avatar
                    I was being facetious
                    Avatar
                    Yes I know that lol
                    Avatar
                    it's just not advised to make abstract/virtual interfaces where possible
                    12:30 AM
                    but I think this case justifies it
                    12:30 AM
                    the alternative would be messier
                    Avatar
                    Okay gotcha
                    12:31 AM
                    So for now I'll just forget about that lol
                    Avatar
                    do you want to look at the web applet?
                    Avatar
                    I had a branch where I got it running but it wouldn't connect to anything
                    Avatar
                    Sure
                    Avatar
                    give me a bit to push it up
                    Avatar
                    No rush Won't get to it today anymore anyways
                    Avatar
                    should be a branch under my repo named applet-web
                    12:41 AM
                    very outdated though
                    12:41 AM
                    so you'll have to probably redo most of it
                    Avatar
                    Ensures the proper initialization of the IActiveVibrationDeviceList. By using GetResourceManager() instead of resource_manager, we make sure that the IActiveVibrationDeviceListis initialized before it's used, preventing potential null issues. Fixes #12088
                    Avatar
                    did something mess up cmake for msvc? I am getting a full rebuild every time I change a single source file
                    Avatar
                    I'm not getting a full build, but it always generates those shaders
                    Avatar
                    there might be a problem with the tests, seems like what keeps triggering the rebuild is catch2
                    Avatar
                    Ah I always disable tests
                    Avatar
                    yolo
                    Avatar
                    While this never affected Intel or AMD drivers on Linux, it seems to be a huge pessimization on Windows and also a huge pessimization for mobile drivers. 3DAS launcher perf goes from 20 fps to 60 fps on Windows and from 10 fps to 40 on Turnip with an Adreno 618. Fixes #8343
                    👀 1
                    🎉 4
                    Avatar
                    Ubuntu jammy is supported in the build instruction, but we can't build yuzu at the moment becaue of bumping version of fmt and zstd. fmt is bumped from 8.0.1 to 9 from this pull request: https://github.com/yuzu-emu/yuzu/pull/6833, in which there is no need to bump fmt version. zstd is bumped from 1.4.8 to 1.5 from this pull request: https://github.com/yuzu-emu/yuzu/commit/922d5187c4fd9034d0a75b511a790e3d37b7cf09, which says zstd 1.5.0 brings numerous performance improvements. But this cha...
                    Avatar
                    This should allow android strings to be automatically transferred between transifex and the app just like Qt
                    Avatar

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                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android v136

                    Description of Issue

                    the game runs at 1fps no matter what I do. It doesn't crash or anything but those FPS... and it's strange since the phone doesn't even heat up

                    Expected Behavior

                    should go at more fps

                    Reproduction Steps

                    Just play normally

                    Log File

                    yuzu_log_doom 3.txt ### S...
                    5:26 AM

                    Is there an existing issue for this?

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                    Affected Build(s)

                    GitHub 136 NCE

                    Description of Issue

                    When launching Dave the diver cant get past the caching shaders loading screen. Things I tried: Turning off shader cache Changing to turnip drivers Clearing cache Making cache with Jit then launching with NCE

                    Expected Behavior

                    Game boots

                    Reproduction Steps

                    Boot game with NCE Enabled

                    Log File

                    [yuzu_log dave the diver nc...
                    Avatar
                    Avatar
                    Pharynx
                    it has ffmpeg but ffmpeg only does software decoding on android
                    Huh
                    9:03 AM
                    Surely
                    9:03 AM
                    I've seen hw support for it
                    9:05 AM
                    I've used it even
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    !image

                    Why would this feature be useful?

                    For solving feature request faster
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android v136

                    Description of Issue

                    The game works in EA build and crashes in newer version, It doesn't matter if NCE or dynarmic is used Here working on EA build !Screenshot_20231120-063731

                    Expected Behavior

                    that shouldn't happen

                    Reproduction Steps

                    Play normally

                    Log File

                    ...
                    Avatar
                    Build Notification BOT 11/20/2023 2:39 PM
                    Build #20231120.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:40 PM
                    Build #20231120.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Does anyone know a log message that spams a lot I am not sure how to test my log dedupe otherwise
                    6:08 PM
                    Id test it on the controller applet but its not merged yet
                    6:08 PM
                    Ah why dont I just make a test branch with that
                    6:08 PM
                    nvm
                    Avatar

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                    Affected Build(s)

                    Mainline 1627

                    Description of Issue

                    Whe running the game, both music and game act like a slowed-down video, it's hard to describe. Both Super Robot Wars V and X do not have this issue, so I don't know what might be causing this.

                    Expected Behavior

                    Both sound and game should run smoothly, no stuttering like a slowed down video.

                    Reproduction Steps

                    Unfortunately, as I don't...
                    Avatar
                    @ByLaws I'm still struggling to fix the time. Instead of giving the local clock a time of 0, I have to give it the current time, but even with that it ends up being like ~20 seconds behind or something, because in StandardSteadyClockResource::SetCurrentTime when creating the steady clock resource, it has this subtraction of the end tick, which ends up taking off the time Yuzu's been open.
                    9:10 PM
                    What's the point of this subtraction?
                    Avatar
                    i guess rtc time is constant since boot or something?
                    9:22 PM
                    oh wait
                    9:22 PM
                    whut
                    9:23 PM
                    i guess that makes sense?
                    9:24 PM
                    im not super sure otherwise tho
                    Avatar
                    I doubt the real time clock is consistent since boot
                    9:32 PM
                    But even if it was, why would subtracting the current time offset from it help?
                    9:32 PM
                    Because it ends up being that the clock gets the timepoint from that
                    9:37 PM
                    rtc must be the current time, and subtracting the end tick takes it back to system boot time, but why would you want that, the time points you get from it are just in the past, how does that help?
                    Avatar
                    Avatar
                    Maide
                    rtc must be the current time, and subtracting the end tick takes it back to system boot time, but why would you want that, the time points you get from it are just in the past, how does that help?
                    oh wait
                    Avatar
                    you saw nothing
                    Avatar
                    Is that not true?
                    Avatar
                    okay nevermind i was right it just took me a sec to think
                    9:40 PM
                    i was confsed what the func does, but it just recalibrates the base time against rtc
                    9:40 PM
                    so I guess thats fine?
                    Avatar
                    Avatar
                    Maide
                    rtc must be the current time, and subtracting the end tick takes it back to system boot time, but why would you want that, the time points you get from it are just in the past, how does that help?
                    i assume if you look at gettime, systemtick is added at some point
                    Avatar
                    It doesn't call GetTime tho, I'm not actually sure where the game gets the time point from (edited)
                    9:43 PM
                    It's GetContext on the user clock I think
                    9:43 PM
                    But that doesn't add anything
                    9:43 PM
                    offset -7 time point 1700516008 just returns things like this
                    9:43 PM
                    And then it ends up doing time point + offset and going backwards
                    9:46 PM
                    s64 StandardSteadyClockCore::GetCurrentRawTimePoint_() { std::scoped_lock l{m_mutex}; auto ticks{m_system.CoreTiming().GetClockTicks()}; auto current_time_ns = m_rtc_offset + ConvertToTimeSpan(ticks).count(); auto time_point = std::max(current_time_ns, m_cached_time_point); m_cached_time_point = time_point; return time_point; } but the steady clock core does add ticks, you're right
                    Avatar
                    But the local clock still has the negative offset since it's relative to that boot time, and seems to give times pointing back to boot
                    10:02 PM
                    Which can't be right (edited)
                    Avatar

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                    Affected Build(s)

                    mainline 1627 (mainline-0-1627)

                    Description of Issue

                    The issue of failing to start a game occurs on Linux + NVIDIA + native Wayland. Yuzu crashes when any game is selected to be played. Yuzu hangs when debugging. Here is the stack trace.

                    Expected Behavior

                    The game should run and not crash Yuzu. ### Reproduction St...
                    Avatar
                    Avatar
                    Maide
                    But the local clock still has the negative offset since it's relative to that boot time, and seems to give times pointing back to boot
                    can yiu just test on hw?
                    10:10 PM
                    dump shmem#
                    Avatar
                    I don't think it'll be that useful when the clock is already "correct," and I can't intercept the sysmodule boot can I?
                    10:12 PM
                    Cause there's 2 cases here, first boot and subsequent boots, it's the first boot that's causing the troubles I think, where the default values are all 0
                    10:12 PM
                    Because it has to take the settime path in that case
                    Avatar
                    it is definitely possible to mess with sysmodules on boot but yeah
                    Avatar
                    Ooooh, wait, I might know the problem...
                    Avatar
                    Ok well it's not perfect still, but moving the base tick into game boot rather than yuzu boot minimises how far back time points
                    Avatar
                    Avatar
                    Maide
                    I don't think it'll be that useful when the clock is already "correct," and I can't intercept the sysmodule boot can I?
                    why wouldn't it be?
                    10:28 PM
                    you want the time when the clock is correct i thought?
                    10:29 PM
                    to see what the offset of each clock in shmem is relative to?
                    Avatar
                    Avatar
                    Maide
                    It's GetContext on the user clock I think
                    right so it does that, then adds the ticks after to get time
                    10:30 PM
                    i suppose
                    10:31 PM
                    so as long as the shmem bases match up sensibly it should be fine
                    Avatar
                    It doesn't add the ticks though
                    Avatar
                    you've red game?
                    Avatar
                    It adds the offset I think, which is negative
                    Avatar
                    i mean you can hw test to see what a proper offset looks like
                    10:39 PM
                    from there you can figure out appropriate bases for all clocks
                    Avatar
                    offset -5 time point 1700518925 so this is the context at boot time, and then the game later starts spamming time_zone.cpp:Handle_ToCalendarTimeWithMyRule:207: called. time=1700518931, time_zone.cpp:Handle_ToPosixTime:227: called. calendar year 2023 month 11 day 20 hour 22 minute 22 second 11
                    10:39 PM
                    Now I can't really show it with my clock, but the time it passes to ToCalendarTime/ToPosixTime is current time + offset (edited)
                    10:40 PM
                    With offset being negative it goes backwards
                    10:40 PM
                    Pointing to whatever the local system clock's epoch is essentially
                    Avatar
                    right, so test what the offset is on switch
                    10:42 PM
                    sounds like offset should just be zero tho, which i think i've suggested as much already
                    10:42 PM
                    but test and see is best call
                    10:42 PM
                    considering how easy it is
                    Avatar
                    It can't be 0 I don't think
                    10:44 PM
                    As I said before, it's given the initial year by default, or reads it from the saved context
                    Avatar
                    if it cant be zero then some other clock offset should be, which you can also see in shmem
                    10:44 PM
                    so check that and lmk
                    Avatar
                    So we have to hack it anyway without the auto correct event which I don't know where that's called
                    10:45 PM
                    And due to this it goes negative, whatever time is passed to the local clock, it does old_time - current_time so it's always negative
                    10:45 PM
                    I think it has to be strictly <= 0
                    Avatar
                    i mean
                    Avatar
                    With 0 being impossible essentially
                    Avatar
                    check shmem
                    10:45 PM
                    if code is unclear, and there unknowns about what funcs might be called in it
                    10:45 PM
                    thats the best option
                    Avatar
                    Avatar
                    Pharynx
                    should be a branch under my repo named applet-web
                    Damn forgot to reply I'll give it a look.
                    Avatar
                    Build Notification BOT 11/20/2023 10:57 PM
                    Build #20231120.5 part of pipeline yuzu patreon stage1 failed.
                    Avatar
                    Narr the Reg 11/20/2023 11:02 PM
                    Solving the conflict in a minute ^^
                    Avatar
                    Narr the Reg 11/20/2023 11:29 PM
                    done
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    EA 3984

                    Description of Issue

                    Upon loading the game, after the initial static splash screen, it'll go to black with audio playing the background. You can hear the menu being navigated as you mess with the controls and even see the graphics for a millisecond when you toggle handheld/docked.

                    Expected Behavior

                    The game will display its graphics.

                    Reproduction Steps

                    Simply ...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Mainline 1627/Android 137

                    Description of Issue

                    Hello, good evening! The game Borderlands: Game of the Year Edition, is having problems saving progress on both Windows and Android, I tested the two most recent public versions and still the game did not show progress. There is also a problem selecting characters, the game only selects Roland, even if I put another character, i...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    137

                    Description of Issue

                    !IMG_20231121_123316 for some reason the health got rendered in bottom left corner.

                    Expected Behavior

                    !Screenshot_2023-11-21-12-32-29-817_yt rvx noname exe should work like...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Hi, as the title says, it'll be great to enable ABXY slide same thing with the dpad slide. where you can activate multiple face buttons simultaneously. I also suggest adding button mapping for controllers. Thank you Yuzu team!

                    Why would this feature be useful?

                    Very useful for users who play using the on screen controls, and for games like Super Mario Wonder ...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Android v137

                    Description of Issue

                    There are some little dots that appear on the screen that fortunately disappear when the character or the camera moves, as well as a kind of rectangle or shadow that is seen in some images. I am using high GPU accuracy !Screenshot_20231120-234242 ![Scree...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Android 137

                    Description of Issue

                    Assassin's Creed 2 has major graphical glitches when you're in open world when using NCE. Dynarmic renders the game fine, but it has slowdowns.

                    Expected Behavior

                    The game should be rendered as intended.

                    Reproduction Steps

                    Simply boot the game with NCE enabled and turnip rx driver.

                    Log File

                    N/A

                    System Configuration

                    CPU: SD ...
                    12:58 PM

                    Is there an existing issue for this?

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                    Affected Build(s)

                    EA&137

                    Description of Issue

                    Android EA exporting data will delete game saves, leaving only a few saves. In the latest version 137, using NCE mode in "Summum Aeterna" will cause cheat to not work, but using jit mode will work fine. Summum Aeterna BID:94198DF7622740AF

                    Expected Behavior

                    The EA version can export data normally, making it easy to import daily updated versions. Fi...
                    Avatar
                    Build Notification BOT 11/21/2023 2:20 PM
                    Build #20231121.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:20 PM
                    Build #20231121.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:21 PM
                    Build #20231121.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Mainline 1627 & 1628

                    Description of Issue

                    Ever since the 1627 update on 20/11/23 and then later 1628 on 21/11/23, every time I launch Yuzu the emulator is asking me to set up my game's folder and every setting in the emulator is reset, making me manually set the correct games folder and settings each time I close Yuzu and re-open it. Never experienced Yuzu resetting on me each tim...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Allow to manually map a controller. This Issue was mentioned 7Months ago and if I'm not mistaken I believe it was forgotten.

                    Why would this feature be useful?

                    Since Yuzu Android improves a lot in terms performance I think it's definetly the time that we have a manual mapping feature for a variety of Controllers.
                    Avatar

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                    Affected Build(s)

                    Android v137

                    Description of Issue

                    The game runs at 10 FPS and sometimes stays on the ROM loading screen !Screenshot_20231121-090242_yuzu Some times stuck here !Screenshot_20231121-091447 ### Expect...
                    Avatar

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                    Affected Build(s)

                    Early Access 2f9487cd3

                    Description of Issue

                    This issue have been observed on a specific Android Handheld (KTR1) by multiple users. The KTR1 physical buttons were detected seamlessly until recently. Now the physical buttons work in Yuzu's menu, but are not mapped as a controller once in a game. The community have found one exception so far : the game Sea of Stars have correct p...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Github v137

                    Description of Issue

                    Bioshock infinite runs at 2-5 fps and has problems with textures (they blink, disappearing, change colors). Nothing change even with jit !Screenshot_20231121_233450

                    Expected Behavior

                    30 FPS with no texture problems

                    Reproduction Steps

                    Just run th...
                    Avatar

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                    Affected Build(s)

                    V137

                    Description of Issue

                    The game starts at full speed and then the FPS drops drastically when it comes to controlling the character. there are no graphical errors using qualcomm v616.50 drivers and setting the GPU to high accuracy El log repite esto mucho " video_core/renderer_vulkan/vk_texture_cache.cpp:BlitScaleHelper:1673: Device does not support scaling format D32_FLO...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Mainline 1627

                    Description of Issue

                    Small stutters during ingame map transitions and big stutters during HUB world map. This occurs with cache or without cache. OpenGL or Vulkan, Async or normal. Everything using SSD.

                    Expected Behavior

                    Smooth transitions.

                    Reproduction Steps

                    Go to the HUB overworld map and skip from position to another positions.

                    Log File

                    [yuzu_log...
                    Avatar

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                    Affected Build(s)

                    Android v138

                    Description of Issue

                    gets to the menu and then freezes on a black screen !Screenshot_20231121-231829 !Screenshot_20231121-231844

                    Expected Behavior

                    should enter in game ### Reproduct...
                    Avatar

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                    Affected Build(s)

                    Github 136-138

                    Description of Issue

                    When trying to play Ender Lilies via NCE, it froze/crashed whenever you tried to load a save file in heavier areas. I've tried creating a new game, and it runs the starting areas just fine. But when I load my old save in the final area of the game it crashes.

                    Expected Behavior

                    Loads the save file and enters the game correctly. ### Reprod...
                    Avatar

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                    Affected Build(s)

                    yuzu android v138

                    Description of Issue

                    The game boots but when i shoose a game from the collection to enter the game's fps drops by 20 fps until it reaches 0 then freezes but the music still plays

                    Expected Behavior

                    The game's fps doesnt drop and i enter the selected game title screen

                    Reproduction Steps

                    Open the game and choose one of the two games from the collection ...
                    Avatar

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                    Affected Build(s)

                    Github 136-138

                    Description of Issue

                    When playing Xenoblade with Reactive Flushing on, the graphics are blacked out and nothing is visible except the sky, which is a dark blue. Disabling Reactive Flushing fixes that, until you open the menu via X and then exit. The graphics are now black again. This does not happen in Dynarmic. ![Screenshot_2023-11-22-16-56-21-493_org yuzu yuzu_em...
                    Avatar
                    Enable to check for style locally. Adding it to a pre-commit hook might be useful
                    Avatar
                    Oups, renaming a branch deletes it
                    prometheus 1
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Implement (or expose) a way to make the right stick of the touch control behave more like a "mouse", using relative movements. Just as a reference to make it clear, it would be like the camera control on games like Call of Duty Mobile: if you move your finger slightly and keep the finger down, the camera moves slightly according to the finger movement, and then it stay...
                    Avatar
                    FireBurn BOT 11/22/2023 3:42 PM
                    Hi, I'm trying to figure out why cheats have stopped working on ToTK on self built Linux and Android builds, I have a feeling it might be a permissions issue, I've made all directories in .local/share/yuzu 777 and files 666
                    3:43 PM
                    I can see them all listed and ticked in Add-ons
                    Avatar
                    If you read the log file, are the cheat files being picked up?
                    Avatar
                    FireBurn BOT 11/22/2023 3:47 PM
                    There's lots of:
                    3:47 PM
                    .225720] Common.Filesystem <Info> core/file_sys/patch_manager.cpp:ReadCheatFileFromFolder:89: No cheats file found for title_id=0100F2C0115B6000, build_id=7501ABFE55FA41CF
                    3:47 PM
                    But I can see on old but reports I used to see those
                    3:49 PM
                    *bug reports
                    Avatar
                    and it's specifically just cheats and not mods?
                    Avatar
                    FireBurn BOT 11/22/2023 3:58 PM
                    Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
                    4:00 PM
                    That's the log, incase I'm missing something silly
                    Avatar
                    since they're self built can you debug what happens around where it reads the cheat file?
                    Avatar
                    FireBurn BOT 11/22/2023 4:06 PM
                    I can try :D
                    Avatar
                    FireBurn BOT 11/22/2023 4:18 PM
                    + LOG_INFO(Common_Filesystem, "No cheats file found for title_id={:016X}, build_id={}, file={}",
                    4:18 PM
                    + title_id, build_id, file);
                    4:23 PM
                    Changeing that file to file->GetName()
                    4:28 PM
                    Nope, that compiles but it just keels over
                    4:28 PM
                    When I try and load the game
                    Avatar
                    FireBurn BOT 11/22/2023 4:46 PM
                    So all the cheat names are 9A10ED9435C06733 and that is looking for 7501ABFE55FA41CF
                    4:46 PM
                    Does that mean the 1.1.2 patch hasn't loaded correctly perhaps
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    There are some games where I cannot choose the profile, I want to save my game into (e.g. Pokemon Arceus), it seems that it saves it on the last created profile. And there are other games which respect the profiles (e.g. mario wonder). For this reason I am suggesting a simple flag for a main profile, that is automatically set for the default or the first profile (whe...
                    Avatar
                    Avatar
                    FireBurn
                    Does that mean the 1.1.2 patch hasn't loaded correctly perhaps
                    Would you be willing to reapply your update to rule out our filesystem spaghetti?
                    Avatar
                    FireBurn BOT 11/22/2023 5:47 PM
                    Sorted, I've moved everything to 1.2.0
                    5:47 PM
                    Not sure exactly what happened
                    Avatar

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                    Affected Build(s)

                    Andriod GitHub 136-138

                    Description of Issue

                    Game crashes shortly after loading into save file. This was not the case on earlier EA builds

                    Expected Behavior

                    Game runs

                    Reproduction Steps

                    Load into game using NCE and load save file

                    Log File

                    yuzu persona 5 crash log.txt ### System Con...
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                    Affected Build(s)

                    GitHub Android 138 fb36f6d5e / Early Access 2f9487cd3

                    Description of Issue

                    Performance has been halved from a stable 60FPS, to 30FPS in recent builds (GPU accuracy set to normal). This happens on both JIT and NCE. Setting GPU accuracy to high raises the FPS slightly on average, however it fails to reach a stable 60. ●Build 81 ![Screenshot_20231122_192136_yuzu](https://github.c...
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                    Affected Build(s)

                    Android v139

                    Description of Issue

                    The quest "Investigate the Mayan Stelae" where if you interact with the stone up top, you'll get these lines which you should align with the highlighted objects below. However, the lines are too big and some of it are not showing which cannot progress through it.[ ![Screenshot_20231123_151937_yuzu](https://github.com/yuzu-emu/yuzu/assets/10811454...
                    Avatar

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                    Affected Build(s)

                    Android 138

                    Description of Issue

                    The legend of zelda breath of wild crash on snapdragon 865 processor

                    Expected Behavior

                    I should not crash

                    Reproduction Steps

                    No

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU:snapdragon 865 GPU/Driver:650 RAM:8+8 OS:android 13
                    10:52 AM

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                    What feature are you suggesting?

                    Multi-player or lan and save state

                    Why would this feature be useful?

                    I have one PC and one phone so have to play Lan multi-player
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                    Affected Build(s)

                    Build-139 & NCE #4311

                    Description of Issue

                    Latest nce build cause crash even with proprietary driver, this never happened before.

                    Expected Behavior

                    Force close

                    Reproduction Steps

                    Changing driver to:v615.50

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU:Snapdragon 665 GPU/Dri...
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                    Affected Build(s)

                    android-139

                    Description of Issue

                    https://github.com/yuzu-emu/yuzu/assets/107923960/f4f7e8b7-e47a-49e4-a746-5885753fd1d7 After that the game crash

                    Expected Behavior

                    After the flickering happen 2 minutes later the game gonna crash

                    Reproduction Steps

                    Just need to play for 5 minutes until that happened

                    Log File

                    [yuzu_log.txt.old.txt](https://github.com/yuzu-e...
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                    Affected Build(s)

                    yuzu android

                    Description of Issue

                    They game boot and the title screen works fine the introduction text is visible but after it the screen is all black but still work and can enter the map !Screenshot_20231123_183338 ![Screenshot_20231123_183345](https://github.com/yuzu-emu/yuzu/assets/13553...
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                    Affected Build(s)

                    All yuzu versions

                    Description of Issue

                    When I play Naruto storm 4 or connections or any game that requires analog to walk the fps drops from 30 to 19 or less , that's why I always avoid using the analog stick while Playing. I really hope this issue gets fixed as soon as possible for us dimensity users.

                    Expected Behavior

                    I hope the fps won't drop when using the analog stick ...
                    Avatar
                    android users file proper bug reports challenge (impossible)
                    Avatar
                    Narr the Reg 11/23/2023 10:31 PM
                    His issue is actually true
                    10:32 PM
                    my phone dips fps when using touch
                    10:32 PM
                    I kind of know why but I don't know how to solve it
                    Avatar
                    what's the issue?
                    Avatar
                    Narr the Reg 11/23/2023 10:34 PM
                    each time a touch event happens we update the joystick position. Android seems to perform a full screen UI update as well
                    10:34 PM
                    so you end up refreshing the screen more than needed
                    Avatar
                    weird, why doesn't it delay the redraw until the next frame?
                    Avatar
                    Narr the Reg 11/23/2023 10:38 PM
                    That was my first thought. But I can't explain this issue otherwise
                    10:38 PM
                    I drop about 15fps from just touch events
                    10:39 PM
                    Doesn't happen if I disable the UI
                    Avatar
                    Fascinating
                    this 1
                    Avatar
                    Narr the Reg 11/23/2023 11:25 PM
                    just tested again with latest mainline. 53 fps idle. 51fps with one finger and 48fps with two fingers
                    Avatar
                    is citra the same?
                    Avatar
                    Narr the Reg 11/23/2023 11:26 PM
                    It was ported from citra yes
                    11:31 PM
                    I could try and profile that when I have the chance but I just want to work on the compose rewrite more than anything 😭
                    11:32 PM
                    It shouldn't be invalidating the view if you're just touching the touchscreen though
                    11:34 PM
                    Well for the buttons that makes sense since the drawable changes
                    11:34 PM
                    I'm guessing it redraws everything though
                    11:37 PM
                    Yeah that sounds right *Flashing light warning
                    SPOILER
                    🔺 8
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                    Affected Build(s)

                    Android v140

                    Description of Issue

                    some games still have sound issues that cause the emulator to crash and it can happen at any time. An example is in the game crysis remastered that when there are conversations it suddenly closes. Aquí una parte de log file ![Screenshot_20231123-190031_Solid Explorer](https://github.com/yuzu-emu/yuzu/assets/4172898/0cf8c096-8f83-43bd-a09a-a...
                    Avatar

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                    Affected Build(s)

                    Android 140

                    Description of Issue

                    Back in v139 and previous builds, it seems pretty fine and working well. But when I updated it to v140 and opened it like usual and play it up until the choosing of the game to be played, it loads and I closed it to reopen but everytime I quit the emulation it just crashes instantly.

                    Expected Behavior

                    If you load it up and the fps becomes to ...
                    Avatar
                    in what sense is this a crash
                    3:00 AM
                    it looks like it's behaving just fine
                    Avatar

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                    Affected Build(s)

                    Build 140 github

                    Description of Issue

                    White flickering happens on both JIT and NCE...not sure if this is a driver issue or yuzu https://github.com/yuzu-emu/yuzu/assets/121437250/3fac0cb3-6d3e-40fd-b04f-4d0f960a8b98

                    Expected Behavior

                    No flcikering

                    Reproduction Steps

                    Run game

                    Log File

                    [yuzu_log.persona flicker.txt](https://github.com/yuzu-emu/yuzu/files/13...
                    Avatar

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                    Affected Build(s)

                    Android 138

                    Description of Issue

                    I have device Samsung s20 fe with 16 gb ram and 865 snapdragon processor. I tried to boot the legend of zelda breath of wild but it crash after building sharder. I also tried by uninstalling yuzu and reinstalling it does not work

                    Expected Behavior

                    I not crash as eggns emulator boot it 25 fps .As egg ns emulator is based on yuzu it boot it but...
                    Avatar
                    Is there any way of telling Yuzu what firmware to load?
                    Avatar
                    So just delete all the ones I don't want? (edited)
                    Avatar
                    I guess? Why would you want to delete them?
                    10:40 AM
                    I never tried deleting some
                    Avatar
                    Its not loading the firmware I wanted
                    10:42 AM
                    At least I thought so
                    10:43 AM
                    I am fixing a bug on FW17 but it seems to be using 16
                    10:44 AM
                    I just redid the firmware folder
                    10:44 AM
                    Maybe I just forgot lol
                    10:48 AM
                    Question about the firmware. Is it legal to share/download Not sure if I can just get the firmware I need Cause my FW17 seems to f'd So before I redump Ill just get it from somewhere if thats fine (edited)
                    Avatar

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                    Affected Build(s)

                    android-140 63a1f6bc6

                    Description of Issue

                    When selecting the "Load" menu or trying to save the game, it just freezes and doesn't open up the menu as it should. Once I press the cancel button when it freezes it goes back to normal, but the game never opens up the save menu again unless closed. ![Screenshot_2023-11-24-15-23-53-910_org yuzu yuzu_emu](https://github.com/yuzu-emu/yuz...
                    Avatar

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                    Affected Build(s)

                    Android - 140

                    Description of Issue

                    Game won't start when running with NCE. Other setting: default Driver: Turnip R-X

                    Expected Behavior

                    Game to start

                    Reproduction Steps

                    Start game with NCE on

                    Log File

                    System Configuration

                    CPU: GPU/Driver: Adreno 740 RAM: 16...
                    Avatar
                    Avatar
                    FrozenAra
                    Question about the firmware. Is it legal to share/download Not sure if I can just get the firmware I need Cause my FW17 seems to f'd So before I redump Ill just get it from somewhere if thats fine (edited)
                    No, it is not legal and also against our server rules
                    Avatar
                    Avatar
                    flTobi
                    No, it is not legal and also against our server rules
                    Okay I figured. Then I will just redump it. Thank you.
                    Avatar
                    Avatar
                    FrozenAra
                    Is there any way of telling Yuzu what firmware to load?
                    Narr the Reg 11/24/2023 2:29 PM
                    we actually can
                    Avatar

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                    Affected Build(s)

                    yuzu 1546

                    Description of Issue

                    Whenever I get too close to a building material spot, it always despawn certain material type. Besides the one shown in the video, it also happens with sails. I've also tried switching from Vulkan to OpenGL, but nothing changes on that regard, the same thing happens. https://github.com/yuzu-emu/yuzu/assets/151941104/31d1b4f3-dac4-4930-901f-5b2e0...
                    Avatar
                    Lately hid isn't destroyed in the correct order. Sometimes before other services like nfc. To prevent hard crashes I simply check if input is initialized before attempting to send any command to the controllers.
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                    Affected Build(s)

                    Android v140

                    Description of Issue

                    When you close the games the emulator crashes and this does not happen on android v139 !ezgif com-video-to-gif

                    Expected Behavior

                    that shouldn't happen

                    Reproduction Steps

                    Just close game

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/...
                    4:39 PM
                    A gentle reminder that if you are on a power or thermally limited device, do not enable the option to force maximum clocks.
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                    Affected Build(s)

                    Mainline 1630

                    Description of Issue

                    Ive only tried two different caves/holes, the first one(gif attached) and then one later that has a lakitu that gives a frog coin. In both cases, once you finish the animation in the cave and mario leaves the screen, the game freezes and flashes as seen in the link below: https://gyazo.com/5e302959217541db7396cb9fb1696186 ### Expected Behavio...
                    6:25 PM
                    Since FW version make a difference in system applets. It's actually useful now to display the current firmware version. !image
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                    Affected Build(s)

                    Yuzu 140

                    Description of Issue

                    After creating the character a scene happens, then game crashes after loading screen.

                    Expected Behavior

                    Continues to go in game

                    Reproduction Steps

                    Use base game Start a new game, create a character, skip scene (or watch)

                    Log File

                    yuzu_log.txt.old.txt ### Sy...
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                    Affected Build(s)

                    Yuzu 140

                    Description of Issue

                    Black screen followed by instant crash

                    Expected Behavior

                    Starts rendering

                    Reproduction Steps

                    Start the game

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU: Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
                    11:59 PM

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                    Affected Build(s)

                    Yuzu 140

                    Description of Issue

                    Initial cutscene loads, load screen starts, game crashes afterwards

                    Expected Behavior

                    Continue to next menu

                    Reproduction Steps

                    Start the game and skip cutscene

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU: Tensor G2 GPU/Driver: Mali G710 RAM: ...
                    Avatar
                    When physical mouse is emulated it becomes pretty annoying to leave the render window. This PR allows to constrain the mouse to just the render area by enabling mouse panning.
                    ❤️ 2
                    Avatar
                    Avatar
                    t895
                    🫡
                    and now you get to rebase nce branch
                    Avatar
                    boo-womp
                    Avatar

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                    Affected Build(s)

                    1631

                    Description of Issue

                    On the new OLED steam deck when running yuzu from game mode and using the hotkey to exit game mode the navbar is invisible !PXL_20231125_091001011

                    Expected Behavior

                    Navbar should show

                    Reproduction Steps

                    Launch a yuzu game from steam deck

                    Log File

                    ...
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                    Affected Build(s)

                    Mainline 1629

                    Description of Issue

                    When trying to start Super Smash Bros. Ultimate v.13.0.1 the Game doesn't start because it gets stuck in the yuzu "starting" screen.

                    Expected Behavior

                    The Game should start like it did some builds earlier.

                    Reproduction Steps

                    Start Super Smash Bros. Ultimate v.13.0.1 in Vulkan Renderer.

                    Log File

                    The log doesn't exist because ever...
                    Avatar
                    Build Notification BOT 11/25/2023 3:17 PM
                    Build #20231125.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    3:18 PM
                    Build #20231125.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Affected Build(s)

                    android-141 56318212f

                    Description of Issue

                    !Screenshot_20231125-081520_yuzu In many areas of the game the characters will turn into a weird distorted color. Happens using system driver, only way I was able to fix it was using turnip drivers but that causes awful stuttering so it's not a good ...
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                    Affected Build(s)

                    Mainline 1632

                    Description of Issue

                    First of all let me list all that is working fine: Story mode, Tutorial, 1 off fight, all work fine. Issue: Tower mode. After 2, 3 or 4 fights, the emulator either freeze to 0 FPS or goes to 1 FPS. When the emulator goes to 1 FPS, sometime after waiting a couple of minutes (2 to 5), it resumes at 60 FPS (but sometimes it does not). I have 9 hou...
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                    Build Notification BOT 11/25/2023 4:51 PM
                    Build #20231125.2 part of pipeline yuzu patreon stage2 failed.
                    Avatar
                    Narr the Reg 11/25/2023 4:53 PM
                    ah whoops killed my branch on rebase
                    Avatar
                    uhh what the hell
                    4:54 PM
                    ci failed for no apparent reason
                    4:54 PM
                    ##[error]src\core\hle\service\time\clock_types.h(111,19): Error C4002: too many arguments for function-like macro invocation 'GetCurrentTime' (compiling source file D:\a\1\s\src\yuzu\main.cpp)
                    Avatar
                    is there some windows.h garbage going on
                    Avatar

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                    Affected Build(s)

                    Github 140-141

                    Description of Issue

                    After a short period of runtime the game's runtime emulation abruptly stops and fps counter goes to 0. This can happen both in the menu screen and in gameplay. !Screenshot_2023-11-25-18-23-23-608_org yuzu yuzu_emu ![Screenshot_2023-11-25-15-42-29-127_or...
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                    Avatar
                    Pharynx
                    is there some windows.h garbage going on
                    Yes, I fixed this in my time re-write
                    5:16 PM
                    You need to #undef that
                    5:17 PM
                    Strange it's only showing up now, not sure why that happens
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    A feature to change the button behavior from hold to press to tap to press.

                    Why would this feature be useful?

                    Certain games require holding the button, and this feature can make the touchscreen controls more flexible when playing the game. Super Mario Wonders is the best example where you have to hold the Y button to run and B to jump and you can't do both in Yuzu
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                    Affected Build(s)

                    Yuzu 141

                    Description of Issue

                    Initial loading animation happens, then it crashes before rendering anything else.

                    Expected Behavior

                    Continues without crash

                    Reproduction Steps

                    Start the game

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU: Tensor G2 GPU/Driver: Mali G710 RAM: 1...
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                    Affected Build(s)

                    56318212f Android

                    Description of Issue

                    In any match with fog of war the fog of war will still render around the players units.

                    Expected Behavior

                    A clear map tile should be rendered and not the fog of war gfx around player controlled units.

                    Reproduction Steps

                    Play any fog of war VS scenario with and snapdragon driver oem or otherwise.

                    Log File

                    None ### System Con...
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                    Affected Build(s)

                    Android v142

                    Description of Issue

                    the game has bugged textures in game Log spam this all time `Copying images with different samples is not supported. [ 246.995607] HW.GPU ./video_core/texture_cache/texture_cache.h:RefreshContents:1018: MSAA image uploads are not implemented [ 246.995645] Debug video_core/renderer_vulkan/vk_texture_cache.cpp:operator():1351: Assertion Fa...
                    Avatar
                    It is clear that this is not working correctly on latest radv (which implements the extension), and investigating potential fixes is a pain (it always breaks some other game), so it would be best to just use the same workaround that we have for amdvlk for this for now. Fixes #11838
                    👀 1
                    octolingSmug 1
                    amd 1
                    Avatar
                    Build Notification BOT 11/26/2023 1:57 AM
                    Build #20231126.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Affected Build(s)

                    EA 2f9487cd3

                    Description of Issue

                    Play area once in-game is black. UI displays correctly however. Intro movie, main menu and level select screen all display correctly. !Screenshot_20231125_170132_yuzu

                    Expected Behavior

                    Play area should display as expected. ![monster1-2801358889](htt...
                    2:50 AM

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                    Affected Build(s)

                    Yuzu 141

                    Description of Issue

                    Crashes after initial loading icon

                    Expected Behavior

                    Doesn't crash

                    Reproduction Steps

                    Start the game

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU: Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
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                    Affected Build(s)

                    Yuzu 141

                    Description of Issue

                    After it boots, crashes after displaying the loading icon

                    Expected Behavior

                    Not crash

                    Reproduction Steps

                    Start the game

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU: Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
                    3:01 AM

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                    Affected Build(s)

                    Yuzu 141

                    Description of Issue

                    Game doesn't render anything just insta crash

                    Expected Behavior

                    Starts and renders

                    Reproduction Steps

                    Start the game

                    Log File

                    yuzu_log.txt.old.txt

                    System Configuration

                    CPU: Tensor G2 GPU/Driver: Mali G710 RAM: 12GB OS: Android 14
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Support sustained performance mode. Better make it togglable. AFAIK, many OEMs have declared support on devices with Android 7 or later platforms, thus this should be a decent addition.

                    Why would this feature be useful?

                    ”For long-running applications (games, camera, RenderScript, audio processing), performance can vary dramatically as device temperature limits ar...
                    Avatar
                    When I made the service accurate for the system cabinet applet I removed all hard coded values. This broke our hle implementation because the service now expects to have a mii on the request. Fix this by creating said mii.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    It is very hard to use two buttons at one time . It is easy in case of keyboard or gamepad but in screen touch

                    Why would this feature be useful?

                    It will help gamer to gain better gameplay experience. 🎮
                    4:39 AM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I think yuzu should add feature that build all sharder of game before start and store it

                    Why would this feature be useful?

                    As it heavy process to build sharder , building sharder before game start will increase performance
                    Avatar
                    galaxy brain
                    Avatar
                    sharder
                    Avatar
                    I sharded 💀
                    Avatar
                    Uber shader yuzu wen
                    Avatar
                    Sharder*
                    Avatar
                    Games like SSBU crash if you load an amiibo with invalid mii data. Since mii service is implemented now we can actually check the integrity of the mii. This change returns a corrupted error if mii is invalid. If a backup exist you can use the applet to restore it to be functional again. I also deleted a duplicated function. Probably a leftover from a rebase. Big WARNING I made a huge mistake. All mii amiibo registered on yuzu in the last few months are considered corrupted. Should ...
                    Avatar
                    This saves the system setting titles and re-loads them across game boots, so we can save out these settings and have their changes persist rather than resetting to a default every time. Includes a version in each file so we can force settings back to default if we change the struct sizes or want to initialise them with new defaults.
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                    Affected Build(s)

                    Yuzu 142

                    Description of Issue

                    A Hat In Time game works and runs very good and I'm getting a stable 30FPS through the entire game, without any issues. The crash occurs whenever i try to play chapter 3, it always crashes at the same spot when it's trying to load the map.
                    • I'm using Snapdragon 8 gen 2 with 16GB ram,
                    • The game is fully updated,
                    • I'm using latest firmware
                    • ...
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                    Affected Build(s)

                    Mainline 1632

                    Description of Issue

                    Hello! I can not get Crash Nitro Fueled v1.0.15 to work. It is always stuck on any loading screen after the menu. The menu works, and the sound also works perfectly. If I downgrade to v1.0.14 - everything works as expected and no issues. Also, I tried to change mode (docked and undocked) and render mode (Vulkan and OpenGL) - nothing changed. Ther...
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                    Affected Build(s)

                    GitHub 142

                    Description of Issue

                    Mods not loading on andriod GitHub 142 tried 60 fps mod for mhGu and resolution mod for P5R

                    Expected Behavior

                    Mods work

                    Reproduction Steps

                    Put mod in load folder run game

                    Log File

                    Mods not working yuzu_log.txt

                    System Configuration

                    CPU:8 gen 2...
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                    Build Notification BOT 11/26/2023 2:50 PM
                    Build #20231126.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:51 PM
                    Build #20231126.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Affected Build(s)

                    Mainline 1632

                    Description of Issue

                    When you try to field the first name field, the input is display in full-screen and you see only the input and the virtual keyboard. You are capable to put the value that you want, but when you press the OK button (or use the associate key "menu" on the Steamdeck), you are not redirected to the previous screen but stay block on this screen with t...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    automatic external control mapping, or configuration by buttons control external

                    Why would this feature be useful?

                    Button on Nintendo switch , Control external or gamepad layout xbox
                    deepfried 5
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I use this controller without any problems in any other app or emulator, however, in Yuzu, it doesn't work properly. There is an issue with the Menu Overlay that appears when you drag your finger from the small border of the screen (left to right). The controller's D-pad, for some reason, seems to prioritize the Menu (in which it works correctly) rather than the game. Th...
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                    Affected Build(s)

                    N/A

                    Description of Issue

                    Yuzu no longer builds on Mac with failure building vk_compute_pipeline.cpp. Terminal output attached below. It would be preferable if there was a macOS CI so adverse changes can be caught before being merged. Even just one Mac CI would be fine (though I'm biased towards aarch64).

                    Expected Behavior

                    Builds successfully ### Reproduction Steps...
                    6:44 PM

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                    Affected Build(s)

                    Android v142

                    Description of Issue

                    As seen in the video, the game presents a massive FPS drop when reaching this area and the game does not recover from it. caused by software decoder FPS drops by half

                    Expected Behavior

                    that shouldn't happen

                    Reproduction Steps

                    Just play until reach this part

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/1346...
                    Avatar
                    it's not caused by the software decoder
                    6:44 PM
                    but yes
                    Avatar
                    Avatar
                    Pharynx
                    it's not caused by the software decoder
                    Did we actually profile it? (edited)
                    Avatar
                    I think my rewrite already fixed that
                    Avatar
                    Which rewrite?
                    Avatar
                    I'm reworking nvdec and vic
                    6:47 PM
                    Not actually sure if it's fixed though, but I think it would be caused by doing all video decoding on the service thread instead of the gpu thread (edited)
                    Avatar
                    Oh that reminds me nvdec is not async currently and it should and multi videos are not handled correctly
                    Avatar
                    Yeah I think that's the issue, it works fine async though, I added that
                    Avatar
                    Video decoding is actually done in the service thread for some stupid readon
                    Avatar
                    But currently my rewrite plays videos at ~8 fps
                    6:49 PM
                    I dunno what I'm going to do about that yet
                    Avatar
                    Avatar
                    Blinkhawk
                    Did we actually profile it? (edited)
                    well i know for a fact it isn't because I have a branch that does hardware decoding
                    6:57 PM
                    and it's still unusable
                    Avatar
                    Try async
                    Avatar
                    what do you mean async
                    Avatar
                    Like Blink said, all nvdec operations, including the software decoding, is done on the service thread and not the gpu thread like gpu rendering is
                    7:08 PM
                    vic as well
                    7:08 PM
                    That function should just push entries onto the gpu thread
                    Avatar
                    nice comment
                    Avatar
                    https://github.com/Kelebek1/yuzu/blob/vic_nvdec/src/video_core/gpu.cpp#L262 you can try and copy this I guess but it's a bit of work cause you need to add it into the gpu_thread main loop and make this ch list struct and stuff
                    Avatar
                    let me just build your branch and profile it tbh
                    Avatar
                    No, that branch is unusable, I said it plays videos at like 8 fps, and doesn't implement a load of stuff (edited)
                    Avatar
                    well, I can't build it because of calling the codec_internal.h private APIs, so you win
                    7:29 PM
                    😛
                    Avatar
                    You have to copy it from the main ffmpeg include dir into the other ffmpeg dir
                    Avatar
                    you're not supposed to use it
                    Avatar
                    For some reason we download the entire ffmpeg, but then use the bundled yuzu include instead
                    Avatar
                    yeah because it takes forever to compile
                    Avatar
                    I asked before who controls the bundled, they're missing files and it needs to be added
                    7:37 PM
                    But you can just copy the header and delete the config include from it, it'll work
                    Avatar
                    anyway, I realized I could just delete your manual decoder call and it would still work
                    7:38 PM
                    profile results: the slowdown writing out frames is because your implementation of ReadY8_V8U8 is cache-incoherent
                    Avatar
                    I iterate all pixels like 3 times, I assume it's not just that one.
                    7:39 PM
                    Anyway, I know it's terribly slow, as I said, jsut try the async stuff only though
                    7:39 PM
                    You can just PR that separately
                    7:39 PM
                    Or I can I guess but I can't really test it.
                    Avatar
                    I just checked and codec_internal.h is not on the list of installed files
                    7:47 PM
                    meaning unless you are working on ffmpeg you are not supposed to use it
                    7:47 PM
                    $ ls /usr/include/ffmpeg/libavcodec/codec codec_desc.h codec.h codec_id.h codec_par.h
                    7:47 PM
                    this is from a system install of 6.0.1
                    Avatar
                    Well I dunno what you mean by installed files, it is a file in the repo, codec includes it.
                    7:51 PM
                    Or has structs that are defined in it anyway
                    7:51 PM
                    But we need to call the decode callback directly which requires it, so doesn't really matter what ffmpeg thinks should be used
                    Avatar
                    "installed" as in it gets copied to public headers and is intended for use as an API
                    7:51 PM
                    why do you need to call the decode callback directly?
                    Avatar
                    To prevent ffmpeg from holding onto frames and not returning them when we request it.
                    7:52 PM
                    It delays frames and won't return it to us
                    7:52 PM
                    Which breaks video rendering
                    7:52 PM
                    Hardware decoder doesn't suffer from it
                    Avatar
                    on android we have the problem that the hardware decoder always suffers from it
                    7:53 PM
                    it won't return frames when I send them
                    7:53 PM
                    so I have to wait
                    Avatar
                    Well we're not using ffmpeg on android so it doesn't even matter there what we include.
                    Avatar
                    we are using it on android actually
                    7:54 PM
                    lol
                    Avatar
                    Well your idea was not to, you said android doesn't have gpu decoding for ffmpeg
                    Avatar
                    correct
                    Avatar
                    The workaround is only for software decoding.
                    7:54 PM
                    So it should apply to both in that case
                    Avatar
                    yeah this is a pretty devastating design flaw
                    8:06 PM
                    I see that I actually can work around it on android
                    Avatar
                    How will the android structs work? Right now all we have is Ffmpeg::Frame, will there be an equivalent for android? How will we know which is currently active?
                    8:21 PM
                    some reading for you
                    Avatar
                    Ok so it'll be a videoframe they both inherit from
                    8:23 PM
                    Does the android one have all the same info available? Like being interlaced?
                    Avatar
                    some quick reading suggests that MediaCodec transparently handles interlacing
                    8:24 PM
                    i.e. you don't have to do anything, just receive additional frames
                    Avatar
                    That may be a problem
                    8:26 PM
                    But also, I think you should just save offsets in the returned buffer for where the planes are, rather than memcpy them all into each plane.
                    Avatar
                    I can't
                    Avatar
                    And that'll effectively mirror ffmpeg
                    Avatar
                    ffmpeg frames are reference counted objects that have lifetime independent of the decoder
                    8:27 PM
                    but with MediaCodec I need to return the data back to the decoder (edited)
                    8:27 PM
                    but if you're saying what I should do is just memcpy the entire buffer and then save offsets into it, yeah
                    Avatar
                    No I'm saying don't memcpy anything
                    Avatar
                    this is still a wip and only correctly handles nv12 (interleaved uv)
                    8:28 PM
                    if the decoder decides to return something else I could get bad data
                    Avatar
                    Well you'd switch on that and handle it
                    Avatar
                    Because you'd set the format to that format (edited)
                    8:29 PM
                    m_format = AV_PIX_FMT_NV12;
                    8:29 PM
                    Instead of that
                    Avatar
                    yes, and I can also query the format that the decoder returned, but it just happened to be that the hardware format was nv12 on both of my testing devices
                    8:29 PM
                    this is not ready for PR and has junk code still in it
                    Avatar
                    Yeah same, but would be nice to get relatively on the same page so I don't need to re-work it all.
                    8:30 PM
                    Especially when I can't really test it
                    8:31 PM
                    But if we go with the idea that it's going to be written back to memory within nvdec and there is no frame to store for later, you must be able to skip the copying
                    Avatar
                    I'd be able to skip having an intermediate frame, yeah
                    8:32 PM
                    would still need a copy because I cannot control where MediaCodec writes the output
                    Avatar
                    Yeah but Frame just needs a span over it
                    8:32 PM
                    Well, spans or just pointers to the fields
                    8:34 PM
                    We can just delay the AMediaCodec_releaseOutputBuffer call a little bit
                    8:37 PM
                    Actually coudln't that be in the Frame destructor?
                    8:37 PM
                    Why is that not the case already?
                    Avatar
                    you can't hold the buffers in a queue indefinitely (edited)
                    8:43 PM
                    which is what the current design asks for
                    8:47 PM
                    What's the limit on it?
                    8:47 PM
                    If the user control the memory why can't you just keep it for a while?
                    Avatar
                    I do not control the memory
                    8:48 PM
                    the memory is owned by MediaCodec, like I said
                    Avatar
                    Well I mean, you have to cll release on it, so it seems you decide the timeline
                    Avatar
                    to hold onto it indefinitely, I need to copy it
                    8:48 PM
                    yes but it allocates only a fixed number of buffers for decoded output to be written to (2)
                    8:48 PM
                    so once you exceed that it will block until you release some
                    8:50 PM
                    Are those for the 2 frames in the interlaced case, and it returns both at once?
                    8:50 PM
                    Or is that something different?
                    Avatar
                    it's just for double buffering the output
                    8:51 PM
                    so that it can continue decoding as you stream data out
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    Would be nice to have a separate size control for each button independently, not just the whole layout.

                    Why would this feature be useful?

                    More customisability of buttons size allows more freedom for layout set up. Some buttons can be too small for some people, but they might not want to make all buttons equally bigger, and vice versa.
                    Avatar
                    Avatar
                    Maide
                    To prevent ffmpeg from holding onto frames and not returning them when we request it.
                    You can patch bitstream
                    12:19 AM
                    It's an alternative way of solving it
                    Avatar
                    I found a better way to do it
                    12:20 AM
                    if you call av_packet_add_side_data with AV_PKT_DATA_STRINGS_METADATA, that dictionary gets duplicated to every AVFrame that corresponds to this packet
                    12:21 AM
                    if you stick an integer in the dictionary corresponding to decode order on frame metadata, you'll be able to see that the returned integers match the decode order, not presentation order
                    12:22 AM
                    and with that information you can sort the frames by dts
                    12:22 AM
                    or by luma offset, as it were
                    12:22 AM
                    and this also works with hardware decoding
                    12:25 AM
                    @ByLaws unfortunately I couldn't find an approach that would work with MediaCodec (edited)
                    12:25 AM
                    because mediacodec doesn't have any concept of sideband streams
                    12:26 AM
                    so I guess we will have to have hw decoding off by default on android (it's usually not a bottleneck anyway, so this is probably fine)
                    Avatar
                    Avatar
                    Pharynx
                    @ByLaws unfortunately I couldn't find an approach that would work with MediaCodec (edited)
                    I mean
                    12:27 AM
                    You edit the frame number
                    12:27 AM
                    In the bitstream
                    12:27 AM
                    Or change the mode to the other one, can't quite remember since I looked into it
                    Avatar
                    well I'm pretty sure mediacodec doesn't expose that information either
                    12:28 AM
                    there's no framenumber key
                    12:29 AM
                    outputframe has presentation time but we're not populating that information https://developer.android.com/reference/android/media/MediaCodec.OutputFrame
                    12:29 AM
                    and we can't get an outputframe annyway
                    Avatar
                    Like, you wouldn't go through mediacodec
                    12:29 AM
                    you'd edit before you pass
                    Avatar
                    right, but I'm saying that we can't really get anything except the image data, format, and dimensions on the output, it will return the frames in presentation order and we can't do anything about it
                    Avatar
                    I mean
                    12:31 AM
                    Edit input bitstream so presentation order = decoder order
                    12:31 AM
                    Then decode it
                    12:31 AM
                    Then it's correct
                    Avatar
                    I am not sure if this is always possible
                    12:32 AM
                    it also doesn't expose any information about interlacing which will probably kill viability of any interlaced video support
                    12:32 AM
                    (seems to be done transparently)
                    Avatar
                    Avatar
                    Pharynx
                    I am not sure if this is always possible
                    Should be
                    12:32 AM
                    I looked into doing it along them lines
                    12:33 AM
                    Interlaced yeah I've no idea though
                    12:34 AM
                    How does that work with nvdec?
                    Avatar
                    there are top_field_offset and bottom_field_offset registers in each codec
                    12:35 AM
                    when an interlaced frame is decoded the respective fields are written to the frame base + that offset
                    12:36 AM
                    interlacing also should be the last step in decode
                    Avatar
                    Eww right
                    12:39 AM
                    Yeah guess sw decode makes sense... There's nothing like that in android
                    Avatar
                    MediaCodec will decode interlaced video just fine
                    12:39 AM
                    it just doesn't tell you about it
                    12:39 AM
                    there's a cts test for it
                    12:39 AM
                    you get the fields separately on the output
                    12:39 AM
                    as if they were normal pictures
                    Avatar
                    just assuming that frames are read back in presentation order works fine for most games, and will be a little bit of speedup if the user wants to enable the option
                    12:47 AM
                    we still bottleneck a little bit because we have to take the plane data and write it out to memory, and then load it into the texture cache
                    12:48 AM
                    it would be nice if we could import the plane as a GLES texture or something but that seems like way too much work
                    12:48 AM
                    (and would provide no benefit to the software decoding path)
                    Avatar
                    Avatar
                    Pharynx
                    it would be nice if we could import the plane as a GLES texture or something but that seems like way too much work
                    Yeah... You can do it with VK even but it's painful
                    12:50 AM
                    Is smo perf fine if you just don't call I to nvdec?
                    12:51 AM
                    into*
                    Avatar
                    it renders so slowly for me that I don't have the perf degradation issue
                    12:51 AM
                    just stays at 8fps regardless of whether a video is showing
                    Avatar
                    I need a more powerful device for testing
                    Avatar
                    Avatar
                    ByLaws
                    Fair
                    it seems like it also may be occurring on desktop? but only on windows, linux is fine
                    12:52 AM
                    and not on nvidia at all
                    Avatar
                    Fixes #12191 A follow-up PR to add Darwin arm64 CI would be welcome
                    Avatar
                    Avatar
                    Maide
                    That function should just push entries onto the gpu thread
                    You don't have to necessarily use the gpu_thread. You could use other thread though.
                    Avatar
                    You may want a thread per channel
                    1:49 AM
                    Or well if not you'll probably want some sort of thing like you have for gpu
                    Avatar
                    nvdec decoding should be async, aye
                    Avatar
                    Avatar
                    ByLaws
                    You may want a thread per channel
                    per gpu channel, it's worhless. I have yet to see a game actually do a lot with more than 1. Normally when they have a second channel it's for some stupidly small work
                    1:52 AM
                    having a thread for nvdec & vic and one for user gpu channels is good enough
                    Avatar
                    Use the known max size of the cbuf in the shader declaration when possible, rather than the maximum of 64KiB This seems to help with shader compilation speed on Nvidia.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    external inverted control

                    Why would this feature be useful?

                    original layout for a better experience in external control, which are inverted
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 141

                    Description of Issue

                    When I arrive in Marze city the emulator closes I'm using version 141 of Yuzu Android I can't continue the game It just stack in this city I cannot enter the city to continue the game progress

                    Expected Behavior

                    Game is hang And return to Yuzu menu when I enter marze city on star ocean the second story r

                    Reproduction Steps

                    Try to ent...
                    Avatar
                    Build Notification BOT 11/27/2023 4:57 PM
                    Build #20231127.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar

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                    Affected Build(s)

                    Todas las compilaciones después del la primera beta nce

                    Description of Issue

                    He estado usando la primera versión de nce, intenté seguir actualizando a las siguientes, pero después tuve 2 alertas, seguro son falsos positivos, pero no entiendo, la primera beta nce no tenía ningúna alerta. Según el análisis el problema está en el archivo classes.dex Skyhigh (SWG) BehavesLike.D...
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Android-137 onwards

                    Description of Issue

                    After the first beta with nce on Android, I have not been able to continue using the other versions, they have all been alerting me, they are surely false positives, but according to the review the problem is in the classes.dex files Skyhigh (SWG) BehavesLike.DEX.Suspicious.wg TrendMicro-HouseCall TROJ_GEN.R002V01JE23 ### Expecte...
                    Avatar
                    Hello. I wondered how profile_name could ever be empty there, since "profile_name" was appended to it ? https://github.com/yuzu-emu/yuzu/blob/c7649a0cdb04d09978c599f9f42e410ed40af8ad/src/frontend_common/config.cpp#L124C16-L124C17
                    Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
                    Avatar
                    Avatar
                    Infern
                    Hello. I wondered how profile_name could ever be empty there, since "profile_name" was appended to it ? https://github.com/yuzu-emu/yuzu/blob/c7649a0cdb04d09978c599f9f42e410ed40af8ad/src/frontend_common/config.cpp#L124C16-L124C17
                    That's appending player_name to the end of player_ (edited)
                    5:46 PM
                    Ok I just can't read lol. profile_name is the setting that we retrieve, not the key that's created with the append
                    Avatar
                    Oh, my bad, that's right
                    Avatar
                    "Unstubbing" is one interesting way to say "implementing"
                    Avatar
                    lol that would be a better word true (edited)
                    Avatar
                    Avatar
                    v1993
                    "Unstubbing" is one interesting way to say "implementing"
                    Fixed
                    👍 1
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Mainline 1626

                    Description of Issue

                    Hello. The Xbox One controller doesn't work on Linux; I connect it with a USB cable, and it's not shown in the 'Input Device' section. I tested it with hardware tester, and it works well.

                    Expected Behavior

                    I expect It to work well.

                    Reproduction Steps

                    nothing

                    Log File

                    [ 0.026725] Input i...
                    8:33 PM
                    You can now select multiple game directories to be scanned for your games list. !image !image Closes #10636
                    prometheus 3
                    Avatar
                    Avatar
                    GitHub
                    Click to see attachment 🖼️
                    Don't tell me sdl's hidapi driver for xbox somehow got enabled again
                    Avatar
                    Deep scan goes how many folders deep again?
                    9:34 PM
                    And disabling deep scan just does the one, I assume?
                    Avatar
                    3 on android
                    Avatar
                    Just realized that I never bothered asking. How deep does it go on desktop? (edited)
                    Avatar
                    I don't think there's a limit?
                    morph2 1
                    9:41 PM
                    if (deep_scan) { Common::FS::IterateDirEntriesRecursively(dir_path, callback, Common::FS::DirEntryFilter::All); } else { Common::FS::IterateDirEntries(dir_path, callback, Common::FS::DirEntryFilter::File); }
                    9:42 PM
                    it does a depth first search
                    Avatar
                    Hm, I should try testing to see how long it takes with no limit on a large tree
                    9:44 PM
                    Just concerned about SAF being awful as usual
                    Avatar
                    need an AndroidVfsFilesystem impl
                    Avatar
                    yeah...
                    Avatar
                    Avatar
                    Pharynx
                    I don't think there's a limit?
                    Yeah, I remember someone crashing because they got a directory loop in search path
                    10:14 PM
                    Via symlink
                    Avatar
                    Avatar
                    v1993
                    Yeah, I remember someone crashing because they got a directory loop in search path
                    Avatar
                    That exact xkcd is why I felt the need to clarify that it was a symlink lol
                    Avatar

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                    Affected Build(s)

                    Android v143

                    Description of Issue

                    the game stays with a black screen when reaching the aquatic race. To solve the graphical problems you have to start the game with GPU accuracy high !Screenshot_20231127-140343 ![Screenshot_20231127-141919](https://github.com/yuzu-emu/yuzu/assets/4172898/3da...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    GitHub Build Version 136 up to 144

                    Description of Issue

                    When recording screen using Miui screen recorder,the entire game starts glitching visually and the sound breaks,making everything mute Supposedly affects other MIUI devices also. https://github.com/yuzu-emu/yuzu/assets/152236841/31abd43c-d54c-4442-a87b-de0e595fe4d1

                    Expected Behavior

                    It expected for the recorder t...
                    2:11 AM

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    [Android] GitHub Build Version 136 up to 144

                    Description of Issue

                    When recording screen using Miui screen recorder,the entire game starts glitching visually and the sound breaks,making everything mute Supposedly affects other MIUI devices also. https://github.com/yuzu-emu/yuzu/assets/152236841/31abd43c-d54c-4442-a87b-de0e595fe4d1

                    Expected Behavior

                    It expected for the ...
                    Avatar
                    I was unsatisfied with performance of the previous commits that affected RomFS building performance. This PR brings the time needed to apply RomFS mods for Tears of the Kingdom down from 2.8 seconds to around 300ms on a fast desktop. We are now exploiting some properties of the filesystem implementation:
                    • Input directories must not return files with duplicate names. This obviates checking for them in the builder. This also enables us to use a non-stable sort as we guarantee distinct keys...
                    💝 2
                    Avatar
                    X10 faster romfs loading on linux rejoice
                    Avatar
                    should be similar on windows
                    3:42 AM
                    the optimizations are focused on the code that does not interact with the host filesystem
                    prometheus 13
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Yuzu Mainline 1634

                    Description of Issue

                    Connecting 2 PS5 controllers stops vibration / rumble for both. When using a single PS5 controller it works but connecting 2 it stops working. Game tested on MK8 Tried all fixes and methods. Fixes tried.
                    • With and without DS4 Windows
                    • With Xbox controller emulation and PS4 emulation on DS4
                    • Wired and bluetooth wireless
                    • Vibration ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    [Android] Github Build v144

                    Description of Issue

                    When I use turnip driver on snapdragon 680 device and the game crashes. I used to use the Turnip driver on Snapdragon 680 on GitHub build v65 and it worked, then recently I tried again on the latest GitHub build and it crashed I have tried using the system driver and the 6.15v4, 6.15.50 & 6.15.65 drivers run fine, only there is a...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    I would like to suggest that yuzu adds a feature for us to delete a game and its contents . So when we dont play a game we could also clean the remaining records and dlc of a certain game. Example : we dont want to play Naruto X Boruto.. so we'd remove and delete it in yuzu all and clean the records by just holding tap to show options of deletion of the base game and cont...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    What feature are you suggesting?

                    A vertical/portrait mode for the touch controls.

                    Why would this feature be useful?

                    Many shmups on switch are developed for vertical modes, and having the possibility to play them in true portrait orientation would be amazing.
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    V143

                    Description of Issue

                    Hello, I just received a driver update, v746 but for some reason yuzu runs the games with a black screen while the other switch emulators like Skyline, egg ns, strato work well and there is an increase in FPS performance. I would like to know if there will be any solution or I'll consider it closed. It's strange that no other emulator has a problem with...
                    Avatar

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                    Affected Build(s)

                    Android 2f9487cd3

                    Description of Issue

                    I'm trying to run TOTK on my Pixel 7 Pro (might be a bit much, but hey, I wanted to try at least) and just as it's starting fresh up, it just crashes during startup. I am running off an external disk, because I don't have enough storage left, it should be fast enough though (it writes at about 30MB/s and should read even faster). ### Ex...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Yuzu Android 145

                    Description of Issue

                    Hi, Bioshock 1 is crashing after while shader compilation, I heard on discord S23+ (8GB RAM) don't have any issue with this. My device have same SoC with 12GB RAM. Other games are affected with this issue. Thanks.

                    Expected Behavior

                    The emulator crash, I can't make video.

                    Reproduction Steps

                    When a shader compiles, the...
                    Avatar

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                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Yuzu Android 145

                    Description of Issue

                    Hi, Same issue like Bioshock 1 I've mention before, it's crashing in game during shader compilation. The problem don't solve if I disable shader cache. On S23+ the game works Thanks

                    Expected Behavior

                    https://github.com/yuzu-emu/yuzu/assets/7926091/0be579ad-a5d4-42b2-b50d-50aa73581324

                    Reproduction Steps

                    Game crashing ...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android - Build 145

                    Description of Issue

                    The game is freezes when play more than 20 - 30 min !Screenshot_2023-11-29-20-19-13-856_org yuzu yuzu_emu

                    Expected Behavior

                    No freezes

                    Reproduction Steps

                    Play more than 20 min

                    Log File

                    [yuzu_log.txt.old.txt](https://github.com/yu...
                    Avatar

                    Issue

                    This log is for TOTK subterranean world. The issue is the game crashes after a minute or less making impossible to play. redmagic 8 pro latest mesa turnip drivers. it has been happening for several months. different drivers tested with same result yuzu_log.txt.old-1.txt
                    Avatar

                    Is there an existing issue for this?

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                    Affected Build(s)

                    Android v145

                    Description of Issue

                    The runs with black screen regardless of the driver used.

                    Expected Behavior

                    that shouldn't happen

                    Reproduction Steps

                    Just play normally

                    Log File

                    yuzu_log.txt

                    System Configuration

                    CPU:sd870 GPU/Driver: Adreno 650/turnip driver RAM: 8gb OS: android 13
                    Avatar
                    Build Notification BOT 11/29/2023 5:34 PM
                    Build #20231129.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:34 PM
                    Build #20231129.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/29/2023 5:35 PM
                    Build #20231129.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:36 PM
                    Build #20231129.4 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:37 PM
                    Build #20231129.5 part of pipeline yuzu patreon stage1 was manually stopped.
                    5:37 PM
                    Build #20231129.6 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Narr the Reg 11/29/2023 5:38 PM
                    All on 29th prometheus
                    kek 5
                    Avatar
                    How does gpu wait before closing a channel?
                    6:03 PM
                    Since I made nvdec async I think it's breaking at the end because I don't wait before deleteing the instance
                    Avatar

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                    Affected Build(s)

                    N/A

                    Description of Issue

                    Fails to build with Apple Clang. FAILED: externals/gamemode/libgamemode.a Building on macOS was fixed with one PR, but broken with another....

                    Expected Behavior

                    Builds

                    Reproduction Steps

                    Build

                    Log File

                    Terminal Saved Output.txt ### System Configuratio...
                    Avatar
                    do we not have a mac ci for yuzu?
                    Avatar
                    I couldn't get it to work
                    7:22 PM
                    it explodes compiling tzinfo
                    thonking 2
                    7:22 PM
                    even though I can compile yuzu just fine on my own mac
                    7:23 PM
                    Avatar
                    Can we conditionally disable that dependency somehow? I can't think of any better solutions rn
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                    no it's required
                    Avatar
                    I removed it in my rework I think, at least I don't think there's a dependancy on it, but that's still stalled atm.
                    Avatar
                    @toast2903 can you change this https://github.com/lat9nq/tzdb_to_nx/blob/main/externals/tz/CMakeLists.txt#L19 to add LDLIBS=-lintl on apple (edited)
                    7:34 PM
                    (or turn off gettext I guess)
                    Avatar
                    might be easier to disable gettext so i'll go for that
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                    @Pharynx you tested that LDLIBS=-lintl works on apple, right?
                    Avatar
                    I can set up CI to test but it works without it on my own mac
                    Avatar
                    uhhh errr i don't really understand why this is needed then?
                    Avatar
                    because it doesn't work on github actions pipelines
                    8:11 PM
                    see above error.txt
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                    ahhh okay
                    Avatar
                    I have no idea why it's behaving differently
                    Avatar
                    yeah that's odd
                    8:12 PM
                    i should probably set up an apple pipeline on my repo too then
                    Avatar
                    @Pharynx tzdb_to_nx should have the changes you need now
                    8:28 PM
                    i don't know if you want to test it on your end or if i should just make a PR to update it
                    Avatar
                    will update my mac ci branch and retry
                    Avatar
                    building now, let's see if it works
                    Avatar

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                    Affected Build(s)

                    Yuzu Android - 145

                    Description of Issue

                    Pokemon Luminescent Platinum boots with black screen 30fps and just hangs there on NCE Tested on S23 Ultra

                    Expected Behavior

                    N/A

                    Reproduction Steps

                    N/A

                    Log File

                    [ 0.165884] Loader core/file_sys/content_archive.cpp:NCA:90: File reader errored out during read of section 0: 0x233a02 [ 0.175931] Frontend main/jni/nativ...
                    Avatar
                    It's not optimal that this is not arm64 (there is no arm64 runner yet), but this should prevent it from regressing in the future.
                    Avatar
                    What don't you have to pay for on an Apple product? smug
                    Avatar
                    Regressed by #12223 (partially). gamemode itself is Linux-only, so won't build on BSDs "as is". Alternatively, gamemode can be converted into a CMake option (a la USE_DISCORD_PRESENCE) for easier testing disabled even on Linux.
                    11:08 PM
                    Regressed by #12223. gamemode itself is Linux-only but yuzu doesn't bundle gamemode. Avoid extra conditionals by keeping the support even if it will never be used.
                    Avatar

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                    Affected Build(s)

                    Early access version 20231110

                    Description of Issue

                    Fight N Rageg screen display is incomplete !微信图片_20231130083935

                    Expected Behavior

                    Just open the game

                    Reproduction Steps

                    Just open the game

                    Log File

                    [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/13506965/yuz...
                    Avatar
                    another presentation issue
                    Avatar
                    Narr the Reg 11/30/2023 1:18 AM
                    Could it be a regression holothink
                    1:41 AM
                    it must not be the surface clip height
                    Avatar
                    vkCmdSetVertexInputEXT does not work on every Qualcomm driver that supports it: the vertex input state is not persisted in the command buffer, so when you move to the next draw in the same command buffer and don't issue another command to update the state, it behaves as if there are no vertex bindings available. I'm pretty sure this behavior would not pass dEQP, and breaks basically everything except rendering demos. Fixes #12215
                    Avatar
                    Wall of shame driver article yuzu version when
                    Avatar

                    Issue

                    Happens on latest version as of today Since I use the XBOX gamepad I use alt keys same as my xbox setup so the prompts match so I switch X Y and A B Now I also use moonlight to stream host pc to couch The problem is since moonlight creates a new virtual controller while in use and removes it afterwards so I have to go settings change any to the input device from xbox controller 0 to any which then works OK for some reason when doing this change yuzu resets all keys and oth...
                    narr 1
                    Avatar
                    Avatar
                    Maide
                    How does gpu wait before closing a channel?
                    You can't close the underlying channels for host1x
                    5:28 AM
                    You shouldn't need to ever wait manually though, that should be handled by game
                    Avatar

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                    Affected Build(s)

                    Yuzu android Github Version Android-146

                    Description of Issue

                    Texture bug, just black while gameplay of Dynasty Warrior 9 : Empires !Screenshot_20231130_114946_org yuzu yuzu_emu

                    Expected Behavior

                    Black screen, only HP bar or any will displayed

                    Reproduction Steps

                    Game run perfecl...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Any build after 2921a2426. (The version before the latest play store update)

                    Description of Issue

                    https://github.com/yuzu-emu/yuzu/assets/151820456/cf7f9ae0-7702-4605-bb12-74b0372755e7 Its the android-146 build, but the other builds also close the same way.

                    Expected Behavior

                    https://github.com/yuzu-emu/yuzu/assets/151820456/73e2f39f-f7a8-4030-9c61-1dcbe4d5f44f I ...
                    Avatar
                    Avatar
                    ByLaws
                    You can't close the underlying channels for host1x
                    But after making nvdec async there's no way the game knows when the host is actually done. We have to close the channels or we'll be using GBs of memory for nothing as the backing memory.
                    9:48 AM
                    Close is called on it too
                    9:48 AM
                    So there is a close
                    Avatar

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                    What feature are you suggesting?

                    Hear me out, As seen in the pic, in most (all?) games, the only area that reaponds to "tap" (instant touch, not slide) is the red one. The rest of the stick, the blue, is dead in terms of "tapping". This creates BIG problems in playing games that need precise tapping (shmups, fast platformers, the likes of Ninja Gaiden Sigma, etc) because the tap area is just way too ...
                    Avatar
                    @ByLaws should memory unmapping happen in the channels map/unmap call or in FreeHandle on the nvmap handle?
                    Avatar
                    Avatar
                    Maide
                    But after making nvdec async there's no way the game knows when the host is actually done. We have to close the channels or we'll be using GBs of memory for nothing as the backing memory.
                    Huh, it has sync points?
                    1:31 PM
                    Close doesn't close the channel at all, the channel is kept around for nvdrv lifetime
                    Avatar
                    Avatar
                    Maide
                    @ByLaws should memory unmapping happen in the channels map/unmap call or in FreeHandle on the nvmap handle?
                    Whatever skyline does is correct here
                    Avatar
                    Skyline only does it in FreeHandle
                    2:08 PM
                    But Skyline doesn't use multiple address spaces so I don't think Skyline is correct
                    2:09 PM
                    As far as I know, it should be possible to create 2 nvdec instnces, and map address 0x1000 in both of them, and have that refer to different physical memory right?
                    2:09 PM
                    Or even just different cpu memory
                    2:09 PM
                    But Skyline can't handle that because it relies only on a single global memory allocator and single smmu
                    Avatar
                    the only design that makes sense to me is for the MapDeviceAddressSpaceByForce and UnmapDeviceAddressSpace calls to happen in methods internal to the nvmap handle class
                    2:14 PM
                    the former only gets called once you use nvhost_as_gpu to map stuff into the gmmu, your memory doesn't show up as device mapped before that (even once you've given the memory to nvservices through nvmap)
                    2:14 PM
                    and the latter has to get called when the last reference to the nvmap handle is closed, regardless of whether it is your process or another process that performs the last close
                    Avatar
                    Well it does that when unpinning the handle, which is what UnmapBuffer does
                    2:15 PM
                    But it also forcibly unmaps it in FreeHandle (edited)
                    2:16 PM
                    I'm just having problems in SMDAS, the intro video plays fine, but then it creates another nvdec instance, and when I press A to go to the individual games, the videos are completely broken and it randomly just breaks when trying to parse the command list.
                    2:16 PM
                    But I have no idea why. Even removing the async path doesn't help it at all
                    Avatar
                    Build Notification BOT 11/30/2023 2:22 PM
                    Build #20231130.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:22 PM
                    Build #20231130.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:23 PM
                    Build #20231130.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 11/30/2023 4:53 PM
                    Build #20231130.5 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    This significantly simplifies the design of ArmInterface, and allows for code from multiple guest processes to run at the same time. The only remaining obstacle to multiprocess on the core side now is supporting multiple memory instances (though anything using the GPU still needs more work). Supersedes #11175 Should be tested to ensure it does not have the same problems as that PR in games like Tears of the Kingdom.
                    Avatar
                    This allows Paper Mario: The Origami King to go in game with NCE. This is the most outsized effort I think I have ever made to fix a single game, with an almost 4000 line delta. The game doesn't even render correctly anyway, so it almost feels not worth the effort. !image Marked as draft due to conflicts with #12236, which should be merged first.
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1637

                    Description of Issue

                    Shadows are bugged. !010008900705c000_2023-11-30_20-34-27-223 !010008900705c000_2023-11-30_20-34-21-712

                    Expected Behavior

                    ![010008900705c000_2023-11-30_20-34-...
                    Avatar
                    Avatar
                    Maide
                    As far as I know, it should be possible to create 2 nvdec instnces, and map address 0x1000 in both of them, and have that refer to different physical memory right?
                    There is no such thing as multiple nvdec instances
                    9:05 PM
                    They all use the same channel
                    Avatar
                    Avatar
                    Maide
                    As far as I know, it should be possible to create 2 nvdec instnces, and map address 0x1000 in both of them, and have that refer to different physical memory right?
                    This is only per process, are you meaning that?
                    Avatar
                    How does decoding multiple videos at once work?
                    Avatar
                    I've mentioned earlier
                    Avatar
                    In the same process
                    Avatar
                    Nvdec is stateless
                    Avatar
                    I think the docs say "mostly stateless"
                    9:07 PM
                    Or somethingl ike that
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                    There's no state therefore no need to seperate different videos in anything like separate channels (edited)
                    9:08 PM
                    Or well, the video cmds sent in a submit don't depend on previous submits (edited)
                    Avatar
                    it's fully stateless
                    9:08 PM
                    you need to program the registers with the addresses of existing ref frames if you want to interleave decoding
                    Avatar
                    So it's all a single address space?
                    Avatar
                    There's a smmu as per process
                    9:08 PM
                    Yes
                    Avatar
                    Then why does decoding multiple videos fail
                    Avatar
                    Because yuzu doesn't treat it as stateless
                    9:09 PM
                    For valid reasons
                    Avatar
                    Yeah but we use multiple isntances except memory
                    Avatar
                    Yeah, that's a hack
                    Avatar
                    Avatar
                    ByLaws
                    Because yuzu doesn't treat it as stateless
                    Because of this
                    Avatar
                    How is that relevant though?
                    9:11 PM
                    What are you pointing to in particular?
                    Avatar
                    Because the hws stateless but yuzu attempts to assume some semblance of state then it breaks stuff?
                    9:13 PM
                    Is your issue I assume
                    Avatar
                    What state though?
                    9:13 PM
                    We have separate ffmpeg contexts
                    9:13 PM
                    So no trampling there
                    Avatar
                    Like all the decoder stuff
                    Avatar
                    Those are all separate
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                    Per what though?
                    9:14 PM
                    Nothing guarantees the game will open one device per video
                    Avatar
                    Per file descriptor on the device
                    Avatar
                    Yeah, nothing guarantees that
                    9:14 PM
                    If the game isn't doing as so stuff will be buggered
                    9:14 PM
                    If it is, I suppose it should work
                    9:14 PM
                    Well games open tonne of them so I assume it is
                    9:15 PM
                    It always double opens fds even for 1 video
                    Avatar
                    For the same device?
                    Avatar
                    One fd gets a couple memory blocks but then never gets used, no idea what that is
                    Avatar
                    Avatar
                    ByLaws
                    For the same device?
                    Or nvdec/Vic/etc
                    Avatar
                    2 nvdecs per video
                    Avatar
                    Avatar
                    Maide
                    One fd gets a couple memory blocks but then never gets used, no idea what that is
                    Wdym though here
                    9:15 PM
                    What ioc?
                    Avatar
                    MapBuffer
                    Avatar
                    Right
                    Avatar
                    Unfortunately I deleted my logging around it earlier so I don't have a good log of it now, but we get 2 devices\nvhost_nvdec.cpp:OnOpen:72: NVDEC video stream started per video
                    9:17 PM
                    One of them calls MapBuffer and I dunno what else, but never Submit
                    9:17 PM
                    And the other is the one that does all the actual work
                    Avatar
                    Sounds just like it's done out of convinience
                    Avatar
                    I'll need to log a bit I guess to see how multiple videos are done per fd, if they're different though then I have no idea what the problem is.
                    9:18 PM
                    Oh, also, how do you manually set the pts/dts in ffmpeg?
                    9:19 PM
                    I don't know what to set them to, they're just defaulted to s64 min (edited)
                    Avatar
                    No idea
                    Avatar
                    byte said we'd need to set the time base to get that to work, but I don't know what the time base should be
                    9:19 PM
                    Is 30/60 fps video even detectable?
                    Avatar
                    Guess you can hw test somehow
                    Avatar
                    Isn't there a GetTimeBase ioctrl or something?
                    9:20 PM
                    And apparently it's hard-coded to return 0 (edited)
                    Avatar
                    Maybe?
                    9:20 PM
                    Isn't that waitbase
                    9:20 PM
                    Which is a different thing
                    Avatar
                    Oh, GetWaitbase
                    9:21 PM
                    Yeah
                    9:21 PM
                    What's that?
                    9:21 PM
                    I thought it would be time per frame
                    9:23 PM
                    If multiple videos can happen on the same fd, how else could we more uniquely identify certain submit calls?
                    9:24 PM
                    No clue
                    9:24 PM
                    Check the codec desc structs
                    Avatar
                    It can't be in that deeply, but they only contain offsets
                    9:26 PM
                    Nothing I can see from nvdec registers either
                    Avatar
                    you can set the timebase to 1/1 if all you care about is the relative ordering of the frames
                    Avatar
                    What do you mean by relative?
                    Avatar
                    the pts of a packet displayed earlier will be ordered before the pts of a packet displayed later
                    Avatar
                    Well pts will be yeah, but we want dts
                    Avatar
                    I don't think ffmpeg exposes dts anymore
                    Avatar
                    It's in the frame struct
                    Avatar
                    isn't it marked deprecated
                    Avatar
                    Not sure
                    9:36 PM
                    But if it won't force return in dts order then it's not usable anyway
                    9:36 PM
                    Since that's all we care about
                    Avatar
                    I think we really need a fork of ffmpeg's decoders so that we don't have to deal with this private API nonsense
                    Avatar

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                    What feature are you suggesting?

                    Add a button that removes all installed contents, like updates and DLC, of games that are no longer played, determined by if it's in the game list.

                    Why would this feature be useful?

                    Would be an easy way to free up space, instead of removing the entire Contents folder and re-installing everything still in use.
                    Avatar
                    Nah, ffmpeg compiling would be hell, the private stuff doesn't matter at all (edited)
                    9:38 PM
                    It's just 1 extra include file
                    Avatar
                    Avatar
                    Pharynx
                    isn't it marked deprecated
                    actually it's not marked deprecated, I was thinking of pkt_pos
                    9:39 PM
                    which decoders don't set anyway
                    Avatar
                    We'll have to go with your other tagging suggestion I guess
                    9:40 PM
                    Is that do-able on android?
                    Avatar
                    which other tagging suggestion?
                    9:41 PM
                    everything you can do with ffmpeg software decoders can be done on android
                    9:41 PM
                    but MediaCodec (the hardware decoding framework) has specific limitations that mean we will have to make assumptions about game behavior
                    Avatar
                    The dictionary thing with tagging frames with a number
                    Avatar

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                    Affected Build(s)

                    Android-146

                    Description of Issue

                    Game's working with jit. But with nce it stucks on loading shaders forever. If I disable disk shaders, then it would just forever go like: "loading". I think there's some problems with fast memory

                    Expected Behavior

                    Should launch

                    Reproduction Steps

                    Just run the game with default settings

                    Log File

                    https://drive.google.com/file/d/1Dd...
                    Avatar
                    Avatar
                    Maide
                    The dictionary thing with tagging frames with a number
                    just put the luma address on it
                    Avatar
                    Yeah but can it be done on android?
                    9:44 PM
                    If it can't then we can't really do that either
                    Avatar
                    only with ffmpeg software decoding
                    Avatar
                    Oh, it's not even ahrdware?
                    9:44 PM
                    Software already works, hardware is what's broken
                    Avatar
                    it should work in hardware, but maybe ffmpeg doesn't assign frames in the correct order
                    9:46 PM
                    I figure what you're getting is whether MediaCodec can tag frames
                    9:46 PM
                    and the answer is it cannot
                    Avatar
                    Ok well let's not bother with that then
                    9:47 PM
                    Don't want 3 different implementations
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                    then your only viable option is probably to edit the bitstream to set dts=pts
                    Avatar
                    Well it sounded like that wasn't even used
                    9:48 PM
                    And if it doesn't work on hardware then same issue
                    Avatar
                    the decoder needs to know how to order the frames when the maximum number of reference frames has been processed
                    Avatar
                    But yeah I can try, so I have to set timebase? It has a numerator and denominator
                    Avatar
                    so it has a way to order each group of pictures
                    Avatar
                    Avatar
                    Pharynx
                    then your only viable option is probably to edit the bitstream to set dts=pts
                    this would be completely before the decoder
                    9:49 PM
                    h264 NAL parsing sounds very not fun
                    Avatar
                    Can I just set them to be 0 all the time?
                    Avatar
                    it's probably using the golomb coding so you have to pick a number that fits in the space
                    Avatar
                    Oh, pre-decoder, I don't even know how that's set in NAL
                    9:50 PM
                    Or where
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                    @ByLaws do you have any reference reading here or is it time to open imhex
                    Avatar
                    No hits for pts/dts in the spec
                    Avatar
                    nvm it's not possible
                    9:58 PM
                    if b frames are present the presentation order is defined to be a specific way
                    Avatar
                    Avatar
                    Pharynx
                    @ByLaws do you have any reference reading here or is it time to open imhex
                    The spec
                    10:00 PM
                    Or well
                    10:01 PM
                    H264 book
                    10:01 PM
                    I started it in skyline then got distracted by gpu
                    10:01 PM
                    It's not too bad
                    Avatar
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                    Pharynx
                    it's probably using the golomb coding so you have to pick a number that fits in the space
                    But yeah you'd have to either patch or totally recreate the bistream
                    10:02 PM
                    I think recreating is somewhat viable?
                    Avatar
                    How do you even specify it?
                    10:03 PM
                    I don't see anything to indicate it
                    Avatar
                    Uh check spec
                    10:03 PM
                    It's definitely there
                    10:03 PM
                    Frame id maybe?
                    10:03 PM
                    Really can't remember muxh
                    Avatar
                    Would it be in the sps or pps?
                    10:06 PM
                    I don't really even know the difference between them lol
                    Avatar
                    Avatar
                    Maide
                    Would it be in the sps or pps?
                    pic_order_cnt_type in sps
                    10:32 PM
                    Iirc (edited)
                    Avatar
                    Is that relative to a group of pictures?
                    10:33 PM
                    Or is it the group order?
                    10:34 PM
                    Looks like that's only 0/1
                    10:34 PM
                    How would w eget a dts out of it?
                    Avatar
                    Avatar
                    Maide
                    How would w eget a dts out of it?
                    Oh I was meaning to change it
                    10:52 PM
                    I think there's a mode which you can use here that's suitable
                    Avatar

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                    Affected Build(s)

                    Mainline 1637

                    Description of Issue

                    Mainline 1637 seems unable to create files for new save data. I went back to the last version I remember playing the game on (ML 956) and created a save which 1637 was able to load and play normally, but it was unable to create it by itself.

                    Expected Behavior

                    The files should be created normally.

                    Reproduction Steps

                    With no existing sa...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Mainline 1637

                    Description of Issue

                    Since I use the XBOX gamepad I use alt keys same as my xbox setup so the prompts match so I switch X Y and A B Now I also use moonlight to stream host pc to couch The problem is since moonlight creates a new virtual controller while in use and removes it afterwards so I have to go settings change any to the input device from xbox controller...
                    Avatar

                    Is there an existing issue for this?

                    • [X] I have searched the existing issues

                    Affected Build(s)

                    Android v147

                    Description of Issue

                    This game, unlike the other two, has a black screen when it reaches the menu. Batman Arkham knight !Screenshot_20231130-230840 Batman Arkham city working perfectly ![Screenshot_20231130-175339](https://github.com/yuzu-emu/yuzu/assets/4172898/d1d16b01-a...
                    Avatar

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                    Affected Build(s)

                    Android v147

                    Description of Issue

                    The game it does start but after this screen the FPS drops to 0 !Screenshot_20231201-010451_yuzu !Screenshot_20231201-010353

                    Expected Behavior

                    that shouldn't hap...
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                    Affected Build(s)

                    Github 147

                    Description of Issue

                    In many games (especially those using the Unreal 4 engine) when activating NCE they start well but end up freezing with a drop in FPS to 0. I attach a video of Dragon Ball Z Kakarot where you can see this problem: https://youtu.be/vm7d50l1IV8?si=mz4wVMB6hnqJnrrL Here is the error login [Yuzu_log1.txt](https://github.com/yuzu-emu/yuzu/files/...
                    Avatar
                    @ByLaws if nvdec is only a single channel, why does it have context registers for saving its regs and switching channels?
                    Avatar
                    Avatar
                    Maide
                    @ByLaws if nvdec is only a single channel, why does it have context registers for saving its regs and switching channels?
                    Link?
                    10:32 AM
                    Host1x/THI has them too apparently
                    Avatar
                    I mean
                    10:39 AM
                    That's explicitly only sensible given a single channel
                    Avatar
                    Goes a bit against the diea of being stateless if it saves state? And where would it save the contexts if not in the channel memory?
                    10:43 AM
                    Doesn't the channel have a memory area for that?
                    Avatar
                    Channel memory?
                    10:44 AM
                    It literally just serialises to a memory address
                    10:44 AM
                    There's no fancy channel memory
                    10:44 AM
                    That's not a thing
                    10:45 AM
                    But like
                    10:45 AM
                    It supports context switches like that precisely because there is a single channel
                    10:45 AM
                    It's like fibres or whatever
                    10:46 AM
                    And the thing that's stateless is the decoder
                    10:46 AM
                    Like all of the decoder state is described by registers
                    10:46 AM
                    There's no hidden internal state (edited)
                    10:47 AM
                    The channels themselves have state but the decoder being stateless is what matters
                    10:47 AM
                    Because a single submit can just set regs as desired
                    10:47 AM
                    Then decode
                    10:48 AM
                    It doesn't need to call into some 'reset the internal state method'
                    Avatar

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                    Affected Build(s)

                    Mainline 1620

                    Description of Issue

                    Hi. There is 60 fps almost in all battles, but if complexity of battle increased fps drops dramatically. For exmple around 15 fps in last battle in normal mode. The battle mode have not so high graphics I presume just a lot of objects in small field. Played on Ubuntu 222 LTS with Ryzen 5700x/RX 5700 XT

                    Expected Behavior

                    60 fps all the ...
                    12:16 PM

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                    Affected Build(s)

                    2950a7c6f

                    Description of Issue

                    Hi, After intro of sherlock holmes (or after loading save game), it seems that Vulkan could not validate some commands (please see logs). The result is a black screen for the scene, but we can still go through the menu

                    Expected Behavior

                    Rendering the 3D scene

                    Reproduction Steps

                    Run game until the intro

                    Log File

                    [yuzu_log.txt](h...
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                    Affected Build(s)

                    Yuzu nce 147

                    Description of Issue

                    Graphic glitches in the lower portion of the batman !Screenshot_yuzu_2023-12-01-18-00-07-420

                    Expected Behavior

                    There should not be any graphical glitch

                    Reproduction Steps

                    Play the game and look at the model of batman from front

                    Log File

                    [...
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                    Affected Build(s)

                    android build 147

                    Description of Issue

                    I am using yuzu for android build 147 it will happen randomly but the audio will glitch up and my odin 2 locks up! I have the Odin pro 2 model with 12gb of ram and am using the latest turnup drivers! it only does this in Pokémon scarlet and violet has anyone else seen this? I will also add it does it with native code execution and the the s...
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                    Build Notification BOT 12/1/2023 2:18 PM
                    Build #20231201.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Issue

                    Hi, I am not sure if this also happens to anyone, when I try to open the Bag (whether in the overworld or in battle) the game crashes. This is very problematic, especially in the part where I have to feed the Koraidon the Sandwich when encountering it in Inlet Grotto and I cannot progress due to this issue. I am aware that this same issue is also reported in Sword/Shield, and I would like to request a fix as soon as possible. Thanks!
                    Avatar
                    When are the nvdec syncpts meant to be incremented @ByLaws ? Is it just pre-submit?
                    Avatar
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                    Maide
                    When are the nvdec syncpts meant to be incremented @ByLaws ? Is it just pre-submit?
                    Whenever the condition requested in reg is satified
                    6:30 PM
                    Could be immediate, could be when decode is finished
                    Avatar
                    Wait, what condition?
                    Avatar
                    Uh I think it's specified in one of the thi methods?
                    6:33 PM
                    The way yuzu does it should theoretically be right iirc
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                    Mmk, I meant the syncpt in nvdec, it just always increments on submit
                    6:33 PM
                    But does it before
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                    I'm getting some race condition/memory bug so I wondered if it was due to syncpts maybe
                    Avatar
                    You're on about
                    6:33 PM
                    The CPU side tracking
                    6:33 PM
                    Of syncpts
                    6:34 PM
                    In nvdrv
                    6:34 PM
                    It should be before
                    6:34 PM
                    After would be incorrect
                    6:34 PM
                    Tho it's locked iirc so no difference in reality
                    6:37 PM
                    Do note
                    6:37 PM
                    Games can free memory to 0 refs and it won't be unmapped
                    6:38 PM
                    Stuff is only freed when little space is remaining
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                    Affected Build(s)

                    Mainline 1638

                    Description of Issue

                    Doesnt boot

                    Expected Behavior

                    Supposed to boot

                    Reproduction Steps

                    Double click on the file, firmware 17.0 with good keys.

                    Log File

                    yuzu_log.txt

                    System Configuration

                    CPU: 12900 K GPU/Driver: Nvidia 4090 RAM: 32GB DDR 5 OS: Win 11
                    Avatar
                    But yuzu has the skyline code here (edited)
                    6:42 PM
                    Which implementa that
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                    Affected Build(s)

                    1638

                    Description of Issue

                    [SSB] 70 - Young Link [ZTK] 01 - Link [ZSS] 01 - Zelda & Loftwing [ZLA] 01 - Link [ZBW] 06 - Mipha (Zora Champion) [ZBW] 08 - Revali (Rito Champion) [ZBW] 09 - Urbosa (Gerudo Champion) The above virtual amiibo bins stopped working in the last few builds in TOTK 1.2.0. They beep when you try to scan them like when a real amiibo was misread. I repl...
                    Avatar
                    If you mount amiibos with read only permissions you can't access any of the encrypted data. We shouldn't be returning corrupted data because read only memory can't be corrupted as this data is set by factory. Closes: #12254
                    Avatar
                    PR https://github.com/yuzu-emu/yuzu/pull/10670 changed the format of the AA image_views but the renderpass format wasn't updated accordingly. This caused qcom proprietary drivers to break. | Before | After | |---|---| !Screenshot_20231201_230129_yuzu | !Screenshot_20231201_204703_yuzu Debug Release Fixes h...
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                    Affected Build(s)

                    Mainline 1637

                    Description of Issue

                    When I have -DYUZU_ENABLE_LTO=ON, ninja fails to build.

                    Expected Behavior

                    Ninja builds successfully.

                    Reproduction Steps

                    1. Add -DYUZU_ENABLE_LTO=ON to your build arguments in cmake 2. Run ninja 3. See errors

                    Log File

                    build.log

                    System Configuration

                    CPU: ...
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                    Affected Build(s)

                    Android v147

                    Description of Issue

                    the game freezes after starting the game. I'm using a switch save to bypass the splash screen loop if the game didn't have a save previously. !Screenshot_20231201-150811_yuzu ![Screenshot_20231201-152149_Galería](https://github.com/yuzu-emu/yuzu/assets/4172...
                    Avatar
                    Should fix the issue where games wouldn't boot if they were loaded after installing an update (requiring an app restart).
                    Avatar
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                    GitHub
                    Click to see attachment 🖼️
                    Does this fix the similar looking lines on TotK/BotW?
                    Avatar
                    huh?
                    Avatar
                    Graphical artifacts that look like that but are just black
                    1:52 AM
                    Looks similar to what happened with RDNA3 drivers
                    1:52 AM
                    Very noticeable when panning
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                    this doesn't have anything to do with that
                    👍 1
                    Avatar
                    Looks similar, just wondering
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                    Affected Build(s)

                    Mainline 1638

                    Description of Issue

                    Glitches of graphics with LayeredFS patch. !01001dc01486a000_2023-12-02_06-53-42-429

                    Expected Behavior

                    !01001dc01486a000_2023-12-02_07-10-30-342 (Mainline 1131) ...
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                    Affected Build(s)

                    146/147

                    Description of Issue

                    BOTW crashes unexpectedly even though RAM usage is around 50%. Game just goes to main yuzu screen or sometimes 0fps freeze will happen.

                    Expected Behavior

                    It shouldn't crash when ram isn't filled or GPU hang isn't present.

                    Reproduction Steps

                    Play game

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/13534009/yuzu_log.tx...
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                    Affected Build(s)

                    148

                    Description of Issue

                    Game doesn't render videos correctly and gameplay doesn't render at all !Screenshot_20231202-111812 !Screenshot_20231202-112118

                    Expected Behavior

                    ![IMG_20231202_112806...
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                    Affected Build(s)

                    148

                    Description of Issue

                    Dragon Ball Fighter Z has random crashes when starting the fight or in the middle of the fight. This is a bug that the emulator has had since its first versions and even today it still crashes with random crashes. The image stays fixed and crashes and exits the emulator.

                    Expected Behavior

                    It should play smoothly, as the game itself runs very well but...
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                    Affected Build(s)

                    148

                    Description of Issue

                    Playing The Legend of Zelda breath of the wild sometimes appear graphical bugs like water being white ( normal or high GPU accuracy) or weird ghosting in shrines. !Screenshot_20231202-121256 ![Screenshot_20231202-121450](https://github.com/yuzu-emu/yuzu/assets/13406...
                    11:30 AM

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                    Affected Build(s)

                    148

                    Description of Issue

                    Dragon Ball Infinity Strash has some cinematics created with the game engine in black. Others however look fine when I set the accuracy level to high. I've tried with several drivers and it doesn't work.

                    Expected Behavior

                    The cinematics should be seen all right, as they only fail in some specific moments in which they are black and are very important...
                    Avatar
                    Build Notification BOT 12/2/2023 2:29 PM
                    Build #20231202.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:30 PM
                    Build #20231202.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    2:31 PM
                    Build #20231202.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Affected Build(s)

                    Android v147

                    Description of Issue

                    When it's time to control the character, the screen mostly doesn't render !Screenshot_20231201-225958 !Screenshot_20231201-230739_yuzu ![Screenshot_20231201-230803](htt...
                    Avatar

                    Issue

                    In recent new versions of Visual Studio, yuzu fails to build with the following errors: !image Here's the full output of the build as well: output.txt
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                    When a single module has a pre-text patch, the kernel will assign the pc to be the first instruction of the patch section. Make this instruction be a jump to the module body.
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                    Affected Build(s)

                    Android-147

                    Description of Issue

                    When you start the game, the X button uses the Y button function.

                    Expected Behavior

                    When you start the game, the X button uses the X button function.

                    Reproduction Steps

                    Connecting the joycon controller But my brother helped me with this. Change the position of the XY button in the InputHandler file. Is this a code error? ![Cache_-55de...
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                    Affected Build(s)

                    Android v148

                    Description of Issue

                    the game has completely broken textures in game !Screenshot_20231203-101131

                    Expected Behavior

                    that shouldn't happen

                    Reproduction Steps

                    Just play normally

                    Log File

                    [yuzu_log_jf.txt](https://github.com/yuzu-emu/yuzu/files/13539763/yuzu_log...
                    Avatar
                    Build Notification BOT 12/3/2023 9:27 PM
                    Build #20231203.1 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Build Notification BOT 12/3/2023 9:28 PM
                    Build #20231203.2 part of pipeline yuzu patreon stage1 was manually stopped.
                    9:29 PM
                    Build #20231203.3 part of pipeline yuzu patreon stage1 was manually stopped.
                    Avatar
                    Super Mario 3D All-Stars recreates its swapchain on every single frame because it is constantly switching between using sRGB and non-sRGB views of its output frame. Swapchain recreation is very fast on Nvidia and Mesa drivers, but is slow (~30ms) almost everywhere else, which causes this problem to appear. There are two further issues here:
                    • Because the only possible framebuffer formats for display are colorspace independent, we should not try to parse the "sRGB-ness" of any given image ...
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                    Affected Build(s)

                    Android v149

                    Description of Issue

                    Assassin's Creed: Rogue It comes as game DLC of the Rebel collection game and is impossible to start. !Screenshot_20231203-154929_yuzu !Screenshot_20231203-154721_yuzu ...
                    Avatar
                    multiprogram applications when
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                    Affected Build(s)

                    Mainline 1616

                    Description of Issue

                    Sometimes Gooigi becomes randomly very bright green or bright blue and opaque instead of green transparent, depending on the location. At the same time, windows (e.g. of the Hotel Shops on 3F) and spider webs become opaque bright blue. This bug only gets fixed if you stop the emulation and restart it. Using Vulkan on Normal Accuracy with a 4070T...
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                    Affected Build(s)

                    Mainline 149

                    Description of Issue

                    You can play the game without issues, but sometimes it randomly seems to crash. The crash looks like following: The game freezes, the FPS counter drops to 0, the music stops and the touch overlay is not detecting any input. Yuzu has to get forcefully closed, otherwise it stays open. (This issue seems to happen more often when framerate is varyi...
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                    Affected Build(s)

                    android-150

                    Description of Issue

                    Monster Rancher DX stuck in loading screen after picking a game. Also somehow uses JIT instead of NCE even if NCE is set in CPU settings.

                    Expected Behavior

                    I expected it to finish loading and start the game.

                    Reproduction Steps

                    Pick a game in the start screen

                    Log File

                    [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/13541174/y...
                    Avatar
                    another multiprogram application
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                    Affected Build(s)

                    Mainline 1640

                    Description of Issue

                    In mario wonder with YUZU, im noticing some super weird slowdown. Game is locked to 30fps(even if i turn off vsync and unlock framerate in game), but it runs suuuuper slowly, like maybe 50-75% speed even while locked to 30 fps. Gif of the issue below, you can see after my fps stabilizes in the freshly opened level, i get a moment or so of full ...
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                    Affected Build(s)

                    141/150

                    Description of Issue

                    After a while (5 minutes or 15 minutes), the game crashes to yuzu menu. Tested all 23.x.x and 24.x.x. Mesa drivers.

                    Expected Behavior

                    No crash.

                    Reproduction Steps

                    Play the game normally. The crash is unfortunately random, but it should happen every other playhtrough of level 1. 50/50 chances.

                    Log File

                    ne:607: 0xf8eecd9b9e3f3b96 [ 9...
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                    Affected Build(s)

                    ..

                    Description of Issue

                    help,I was playing the game normally but when I passed through this area the game crashed. I tried playing again but the game still crashed. device:redmi k20pro 8/128 game:outlast 2 mi:12 gpu :mesa turnip adreno driver v.24.0.0

                    Expected Behavior

                    link video: https://streamable.com/lnbh0j

                    Reproduction Steps

                    .

                    Log File

                    [ 0.878071] ...
                    5:32 PM

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                    Affected Build(s)

                    1626 / 1641

                    Description of Issue

                    I have a bug with Yuzu emulator not working when launching a game. When I load up a game like Tears of the Kingdom it then hangs up after launching the game going from 50-60FPS down to 0 FPS and Frame saying NaN ms. While the console log shows a spam of same errors relating to ARM Core dynarmic that tries to access memory space that doesn't exist. ...
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                    Affected Build(s)

                    yuzu Early Access 4007

                    Description of Issue

                    When in tunnels, audio seems to start glitching, extremely loudly, and instantly stops when leaving Video of issue

                    Expected Behavior

                    The audio should reverb a little since it's a tunnel Normal audio (Credit to GamerJGB) ### ...
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                    Affected Build(s)

                    150-151

                    Description of Issue

                    Fire Emblem Engage has strange graphic textures in certain parts of the game which I assume may be Yuzu's fault as changing drivers does not solve the problem at all. Certain Emblems' attack animations (Micaiah, Lyn, Camilla, Soren, Veronica, etc) having blacked out textures and whatnot. In the provided screenshots, in the Divine Paralogue The Shepher...
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                    Build Notification BOT 12/5/2023 12:53 PM
                    Build #20231205.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                    Affected Build(s)

                    1641

                    Description of Issue

                    I have been using Vulkan to play Moving Out 2 and it was working fine. Recently, the character suddenly became a mess, like in the screenshot, you should see a character over there but now it's just a mess. When i change GPU to openGL, it would somehow work fine for one level and the screen starts jittering. I have tried to clean up cache and rendering...
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                    Affected Build(s)

                    7297cc1ad

                    Description of Issue

                    Factorio does not past of loading screen on Turnip A7XX drivers and has graphical glitches on default driver. !Screenshot_20231205_200509_yuzu ![Screenshot_20231205_202356_yuzu](https://github.com/yuzu-emu/yuzu/assets/43307018/9b9b36ee-caa8-49c2-85ba-a4c0a284ee...
                    Avatar
                    This is the first actual accuracy change of project leviathan. Here we start to actually emulate AppletResource. Now we should care about the actual AppletResourceUserId(aruid) sent by games. While this change is pretty barebones I will be completing this implementation as I start migrating controllers features to use aruid values. These changes are necessary to handle multiprocess properly in the future.
                    Avatar
                    Authored by BreadFish64. Reimplemented #10692 with permission, and creates a vector of string_views instead of using range-v3.
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                    Affected Build(s)

                    Android v152

                    Description of Issue

                    FPS drops to 0 is becoming more frequent with new versions of the emulator and with any turnip driver, it is very annoying and deserves attention since it makes a lot of games unplayable. What I can say is that while it is compiling and creating a texture cache, the GPU dies and the emulation freezes with a characteristic FPS of 0. ![Screensh...
                    Avatar
                    On linux, whenever a device is connected to the system, the only user/group allowed to access is root. This is a problem, however, for the custom drivers for both the joycons and the pro controller. Therefore, I am making this PR to add a udev ruels in the dist/ folder. This is helpful for both appimage/flaptak users and users who get their controller via a system package manager. For the former group, instead of the user having to go to the discord and either see the pinned post with...
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                    Affected Build(s)

                    android-152(121621428)

                    Description of Issue

                    cannot render 3d scene in game HARVESTELLA screenshoot: snapdragon 870 device also occurred this problem. the same scene on desktop yuzu:

                    Expected Behavior

                      Reproduction Steps

                      just launch game and start playing

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/13588689/yuzu_log.txt.old.txt...
                      Avatar

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                      What feature are you suggesting?

                      Hello, I have tried in every way to be able to use cheats, but it is complicated, in the end I was not able to achieve it, a simpler option would be good to be able to apply cheats to our games, like most of the emulators currently on Android

                      Why would this feature be useful?

                      The cheats features are very important to use mod, whether it is money, life or tricks ...
                      Avatar
                      Adds support for:
                      • SendSyncRequestWithUserBuffer
                      • SendAsyncRequestWithUserBuffer
                      • ReplyAndReceiveWithUserBuffer
                      👀 1
                      🎉 1
                      Avatar

                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      My suggestion is to add a button that would copy yuzus logs to your clip board (or take you right to them)

                      Why would this feature be useful?

                      I believe this feature would be useful as instead of helpers directing people to a file location, they could say “open yuzu and click this button”. This could theoretically help with support operations in discord when logs are ...
                      10:39 PM

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                      Affected Build(s)

                      Mainline 1643

                      Description of Issue

                      The game renders with broken textures on both Radv and Nvidia, OpenGL or Vulkan, Accuracy High or Normal Nvidia examples on High accuracy: !Screenshot_2023-12-06_17-49-53 ![Screenshot_2023-12-06_17-51-07](https://github.com/yuzu-emu/yuzu/assets/23001831/...
                      Avatar
                      I smell something in the works
                      Avatar
                      do you
                      Avatar
                      Smells good
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                      it was me an hour after taco bell
                      🤣 1
                      Avatar
                      I don't need to know the details
                      Avatar
                      @Pharynx tombstone without validation layers enabled:
                      Avatar
                      crash in vkUpdateDescriptorSets?
                      3:44 AM
                      I have a branch for that which tells you the specific update that caused the issue
                      3:45 AM
                      I recently fixed one of these that val didn't pick up correctly
                      Avatar
                      Hm I'll patch that in and check
                      Avatar
                      val always checks individual calls to vkWriteDescriptorSet
                      3:47 AM
                      but it does not check templated updates correctly
                      3:47 AM
                      so I just rewrote the logic to manually apply the update template...
                      Avatar
                      @Pharynx patched it in but the crash still occurs
                      4:34 AM
                      lemme see if validation layer has symbols in the stack trace
                      Avatar
                      Avatar
                      ds
                      @Pharynx patched it in but the crash still occurs
                      patched in mutex lock?
                      4:40 AM
                      what was added
                      4:40 AM
                      and how far behind current master are you?
                      Avatar
                      oh no the commit from your tree
                      4:40 AM
                      and I'm synced to tip of tree
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                      okay
                      4:40 AM
                      will wait for stack then
                      4:41 AM
                      it's likely that if the crash is from a descriptor set update that this commit will trigger val to identify the problem (edited)
                      Avatar
                      iiiiiiiiiiii think i fixed it
                      5:01 AM
                      nope
                      5:03 AM
                      Increasing UpdateDescriptorQueue::FRAMES_IN_FLIGHT from 7 -> 15 made it take much longer to crash. my other hypothesis from last night is that timeline semaphores do not actually induce a host<->gpu sync point if you're only checking the counter value
                      Avatar
                      the timeline semaphores are used as fancier versions of fences
                      5:04 AM
                      if you need to wait for the gpu at a specific point you should finish the scheduler
                      5:04 AM
                      scheduler.Finish()
                      5:06 AM
                      I think you're probably on to something there though, I have noticed that with async presentation the gpu thread can run very far ahead
                      Avatar
                      It usually crashes during a shader compilation hitch or any other event that drops frames
                      5:08 AM
                      In smash for example it would consistently happen when starting a match
                      Avatar
                      increasing frames in flight any more than how high it already is is untenable, I think we have to force syncs?
                      5:08 AM
                      but also it should already be doing that
                      Avatar
                      could probably drop in a vkWaitSemaphore with a timeout of 0 to see if that works
                      Avatar
                      you can't really do that
                      👍 1
                      5:10 AM
                      just finish the scheduler where you need to fully sync
                      Avatar
                      should probably do a full sync every frame imo. replacing scheduler.Flush with scheduler.Finish in RendererVulkan::SwapBuffers regressed frame rate but reduced input lag. and in combination w/ disabling timeline semaphores and enabling reactive flushing it hasn't crashed. but this is just a bunch of random bit flips for experimentation.
                      6:15 AM
                      i feel it also has some relation to the issue seen on Intel iGPU and dGPUs where Yuzu introduces progressively worse input lag until it OOMs
                      Avatar
                      Uh, when did I react to that, wut
                      Avatar

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                      Affected Build(s)

                      Android 152

                      Description of Issue

                      When tried to played the legend of zelda breath of wild with NCE but it start with Dynarmic. device Samsung s20 fe with snapdragon 865

                      Expected Behavior

                      I should start with NCE

                      Reproduction Steps

                      .

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU:snapdragon 8...
                      Avatar
                      Avatar
                      Pharynx
                      I think you're probably on to something there though, I have noticed that with async presentation the gpu thread can run very far ahead
                      Not even just in async, but the gpu output is not really synced to the rest of the emu really.
                      Avatar
                      Avatar
                      ds
                      should probably do a full sync every frame imo. replacing scheduler.Flush with scheduler.Finish in RendererVulkan::SwapBuffers regressed frame rate but reduced input lag. and in combination w/ disabling timeline semaphores and enabling reactive flushing it hasn't crashed. but this is just a bunch of random bit flips for experimentation.
                      you might want to try just the finish change, and leave the rest alone
                      Avatar

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                      What feature are you suggesting?

                      An alternate way (via a little button that we can place anywhere on screen, like we do with the touch overlay butrons) of activating the quick menu of Yuzu, while in-game.

                      Why would this feature be useful?

                      There is a big issue while playing with the touch controls overlay, where more often than not, the quick menu (swipe from left edge of the screen) gets accidental...
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                      Affected Build(s)

                      Android v153

                      Description of Issue

                      Game freezes after intro but audio continues !Screenshot_20231207-112504 !Screenshot_20231207-114734_yuzu `[ 72.820486] Service.NVDRV core/hle/service/nvdrv/devices...
                      Avatar
                      Avatar
                      Pharynx
                      you might want to try just the finish change, and leave the rest alone
                      I did try just the finish change and the crash still occurs. Later today I'm going to add some trace spans & use perfetto to get a sense of the timing that triggers it
                      Avatar
                      There's no crash in this trace but when it gets more than 7 frames behind ofc it gets pretty close to crashing.
                      9:51 PM
                      As for frame pacing, it's horrid. It gets backed up because one frame takes too long and there is no backpressure. The Vulkan worker thread is pretty much idle most of the time during presents.
                      Avatar
                      the backpressure is supposed to come in the form of "game is waiting for a fence" but I guess many games can run without needing much synchronization
                      Avatar
                      This is without my test modifications too, just normal Yuzu
                      Avatar
                      Avatar
                      Pharynx
                      the backpressure is supposed to come in the form of "game is waiting for a fence" but I guess many games can run without needing much synchronization
                      It should also come from the game trying to acquire a buffer from surfaceflinger/nvnflinger (edited)
                      Avatar
                      you're never supposed to be able to get more than 7 frames ahead
                      Avatar
                      Avatar
                      ds
                      It should also come from the game trying to acquire a buffer from surfaceflinger/nvnflinger (edited)
                      most games are triple buffered so this works anyway
                      Avatar
                      Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
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                      Pharynx
                      most games are triple buffered so this works anyway
                      Does the nvnflinger implementation actually wait until the GPU present fence completes? or does it just dequeue the buffer each vsync
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                      Well we just yolo signal the vsync event with no input from anything.
                      9:57 PM
                      That was done to help frame pacing
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                      the vsync event just controls the maximum rate compose can be called
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                      Avatar
                      ds
                      Does the nvnflinger implementation actually wait until the GPU present fence completes? or does it just dequeue the buffer each vsync
                      no (because it doesn't have to)
                      10:00 PM
                      the entire dependency chain can be performed on the gpu (edited)
                      Avatar
                      the game needs the feedback from stalls in that dependency chain so it doesn't continue to render more and more frames. otherwise everything gets behind and memory usage balloons (edited)
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                      I think the pressure needs to be inserted on the command buffer parsing side (edited)
                      10:04 PM
                      not on nvnflinger
                      10:04 PM
                      if you do it on nvnflinger, then if the game is triple buffered (as most are) it can simply dequeue the next buffer which is not being flipped and continue to grow the queue
                      Avatar
                      For example Android 14's surfaceflinger implementation will wait on the gpu fence if it tries to acquire a buffer that is being rendered to, which is why the calls to queueBuffer (under QueuePresentKHR) take so long
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                      yes, and on yuzu's nvnflinger double buffered presentation must wait for the flip to complete if a buffer is currently being presented
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                      How does nvnflinger interact with SwapBuffers?
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                      oh ffs there's a bug isn't there
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                      If yuzu is filling the role of a compositor here (and therefore should be double buffered) then why are we able to enqueue 7 frames of work?
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                      it doesn't actually mark the buffer as acquired
                      10:17 PM
                      this is missing from BufferQueueConsumer::AcquireBuffer
                      10:18 PM
                      let me check nvnflinger
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                      We went through all this not long ago, didn't we generally fix it? lol (edited)
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                      not only that but the logic in yuzu's AcquireBuffer makes no sense and doesn't correspond to the android code at all
                      Avatar
                      PatchImageSampleImplicitLod will emit ImageQueryDimension which inherits the IR::TextureInstInfo from the instruction. However the descriptor_index is resolved in the second switch statement, which means that the query instruction wont query the correct texture in some cases. | Before | After | |---|---| !bad | ![good](https://github.com/yuzu-emu/yuzu/assets/47210458/da416ea1-ea94-4efd-bd34-591516710...
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                      we're missing this entire block
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                      Previously, buffers would instantly transition from queued to free after being flipped. Somehow, this didn't break anything.
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                      ^ doesn't fix your problem which is the gpu thread running way too far ahead
                      10:47 PM
                      @ds I think you need to try disabling async presentation
                      Avatar
                      @ds also maybe try this --- a/src/video_core/renderer_vulkan/vk_present_manager.cpp +++ b/src/video_core/renderer_vulkan/vk_present_manager.cpp @@ -167,6 +167,7 @@ void PresentManager::Present(Frame* frame) { scheduler.Record([this, frame](vk::CommandBuffer) { std::unique_lock lock{queue_mutex}; + frame_cv.wait(lock, [this] { return present_queue.size() < 7; }); present_queue.push(frame); frame_cv.notify_one(); });
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                      Locking and waiting inside the scheduler? Uh oh
                      10:59 PM
                      Why are we doing that
                      11:00 PM
                      Won't that just cause the scheduler to grow even more because it prevents consuming, but not adding?
                      11:04 PM
                      Or maybe .Finish makes it ok as that ends up blocking everything? (edited)
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                      iirc the frames in async presentation are submitted from the scheduler to ensure that this occurs after the vkQueueSubmit. The frame structure contains the render_ready semaphore which will signal to the present thread that the frame has been rendered. Otherwise there could be cases where the present thread will attempt to wait on the semaphore when it wasnt being signaled by anyone. (edited)
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                      Maide
                      Won't that just cause the scheduler to grow even more because it prevents consuming, but not adding?
                      the present manager's presentation does not occur within the scheduler
                      11:19 PM
                      so it is able to operate asynchronously to free it up, no deadlocks here
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                      I know it's not within, just saying waiting on that thread seemed not great
                      11:20 PM
                      As more stuff is going to queue up behind it (edited)
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                      Affected Build(s)

                      Mainline 1644

                      Description of Issue

                      When bringing up the items or special moves menu in the overworld, the screen glitches up. This also happens with the thumbnail previews on the file select screen, which makes me thing it has something to do with still frames. According to some people I talked to on the yuzu Discord, this is a known problem, and Intel is slow at fixing issues....
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                      Pharynx
                      @ds also maybe try this --- a/src/video_core/renderer_vulkan/vk_present_manager.cpp +++ b/src/video_core/renderer_vulkan/vk_present_manager.cpp @@ -167,6 +167,7 @@ void PresentManager::Present(Frame* frame) { scheduler.Record([this, frame](vk::CommandBuffer) { std::unique_lock lock{queue_mutex}; + frame_cv.wait(lock, [this] { return present_queue.size() < 7; }); present_queue.push(frame); frame_cv.notify_one(); });
                      this stops it from crashing but makes the game run slowly. i think its because vsync and present are coupled together & should be separate
                      1:08 AM
                      also worth noting changing it from 7 to 1 doesn't change frame rate but does reduce input lag by a lot when excessively long frames happen
                      Avatar
                      oops actually wait a moment i forgot to revert the scheduler.Finish change
                      1:30 AM
                      its less crashy but heavy shader compilation still causes a crash. and the input lag is still there (edited)
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                      I have it running stable with the following changes: Turned off async presentation Triggered the vsync signal right before nvdisp->flip in Nvnflinger::Compose (NOTE: Still not fully correct as it delays subsequent vsync events if nvdisp->flip is slow) Getting higher FPS in Smash on ARM Mali, gameplay isn't tied 1:1 with render time except when vsync is delayed (detailed above). I'd attribute the higher frame rate to the fact that the game is getting backpressure AND the early vsync lets the game build command buffers much earlier. Ideally Yuzu should move presentation towards the compositor model where display vsync is sent 1:1 to the game. It would also allow overlays to update even if the game is dropping frames. On Android this would be done with AChoreographer which is actual display vsync. Windows has a DirectX API for it as well. egl may also expose it, idk lol (edited)
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                      ds
                      I have it running stable with the following changes: Turned off async presentation Triggered the vsync signal right before nvdisp->flip in Nvnflinger::Compose (NOTE: Still not fully correct as it delays subsequent vsync events if nvdisp->flip is slow) Getting higher FPS in Smash on ARM Mali, gameplay isn't tied 1:1 with render time except when vsync is delayed (detailed above). I'd attribute the higher frame rate to the fact that the game is getting backpressure AND the early vsync lets the game build command buffers much earlier. Ideally Yuzu should move presentation towards the compositor model where display vsync is sent 1:1 to the game. It would also allow overlays to update even if the game is dropping frames. On Android this would be done with AChoreographer which is actual display vsync. Windows has a DirectX API for it as well. egl may also expose it, idk lol (edited)
                      which one of these is the most impactful?
                      2:50 AM
                      triggering the vsync signal right before flip is not doing what you think it is
                      2:50 AM
                      it means it will try to compose right away after the last call to compose
                      2:51 AM
                      instead of actually waiting for the swap interval requested by the guest queue
                      2:53 AM
                      in fact I would expect you would get higher fps without changing this detail and just setting the speed limit to 200%
                      2:53 AM
                      or unlimited
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                      I don't think that's correct. I can test with async presentation reenabled in a little bit. But from what I see, the vsync signal is from VI::Display. So what you're saying is that the compose call is driven by it? That's a circular dependency :v
                      Avatar
                      games mostly don't check the vsync signal
                      2:55 AM
                      they just assume the presentation rate is whatever they set as part of their nvn window config
                      2:58 AM
                      the actual signal that games check is the buffer availability event on the buffer queue (GetNativeHandle)
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                      For presenting, sure. But not for game logic iirc
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                      and it's not the games that check that, it's the clientside logic for WSI
                      2:58 AM
                      it uses this to wait for the next slot to be available to be dequeued
                      2:59 AM
                      the current compose loop is driven by a periodic timer which asynchronously signals nvnflinger to compose, and after nvnflinger is done composing it signals the vi vsync event which a handful of games check
                      3:04 AM
                      with asynchronous presentation off, the disp->flip call will only return after vkAcquireNextImageKHR and vkQueuePresentKHR have executed
                      3:05 AM
                      this should mean the queue can only get up to the number of images in the host swapchain behind
                      3:05 AM
                      with asynchronous presentation the link between these two things gets broken
                      3:06 AM
                      so there is no longer any pressure to stop composition from happening much faster
                      3:08 AM
                      my previous suggested fix isn't applying any pressure either
                      3:08 AM
                      --- a/src/video_core/renderer_vulkan/vk_present_manager.cpp +++ b/src/video_core/renderer_vulkan/vk_present_manager.cpp @@ -165,6 +165,11 @@ void PresentManager::Present(Frame* frame) { return; } + { + std::unique_lock lock{queue_mutex}; + frame_cv.wait(lock, [this] { return present_queue.size() < 7; }); + } + scheduler.Record([this, frame](vk::CommandBuffer) { std::unique_lock lock{queue_mutex}; present_queue.push(frame); but this would
                      3:08 AM
                      because now the call to flip can't return until the queue has drained at least a little bit
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Yuzu 153 version

                      Description of Issue

                      Games starts fine and I can move the camera and hear the sound. But black screen can't see anything. Tried almost all latest turnip drivers from 23 to latest version. !Screenshot_20231208_063812_yuzu

                      Expected Behavior

                      It is expected to load corr...
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                      Build Notification BOT 12/8/2023 4:14 AM
                      Build #20231208.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      What feature are you suggesting?

                      To either add option to yuzu or to be able to just load a .qss/.qrc with icons if folder & files are detected. !image I.e something like a button for 'load custom theme or import custom theme' to include it in list ![image](https://github.com/yuzu-emu/yuzu/assets/23653025/4b17f185...
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                      Don't judge me I have my reasons 🤣
                      5:10 AM
                      kirbyknife
                      Avatar
                      Rainbow strobe theme when?
                      kek 2
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                      Affected Build(s)

                      Mainline 1641

                      Description of Issue

                      Some some textures seem corrupted especially on signs, for example this one can be seen consistently on Wooded Kingdom for me on this tree. However, I did also notice the bug on the Odyssey but I can't reproduce it now so it seems random. Also, when I saw it on the Odyssey it was only red and transparent instead of seemingly random colors (perhap...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1637

                      Description of Issue

                      Don't know if I am the only one with this bug, but this two games (Arkham Asylum and the rest of the games work good) only show infinite loading screen when being launched right after yuzu start, but load and work as intended if something was previously launched and closed.

                      Expected Behavior

                      Should load from the first time. ### Reproductio...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      I assume there is some reason that games which use Vulkan can't have their Vulkan calls sent directly to Mesa (or a thin layer around it if Mesa didn't want to carry switch extensions), but searching the internet I wasn't able to find any information on this. Is there a Vulkan loader on the switch? Is it statically linked in? Is the whole driver statically linked in like ...
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                      @Pharynx switch vulkan games ship swizzled textures?
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                      Via preinitialized? (edited)
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                      no they map the image memory and copy it in
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                      galaxy uses CopyBufferToImage though
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                      that's so ugly
                      2:35 PM
                      Yeah makes sense then
                      2:36 PM
                      Requires way too much effort at that point (edited)
                      2:40 PM
                      At least with nvn hle you'd have to design around trapping textures anyway
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                      and you would get to use maxwell shaders
                      2:40 PM
                      and you wouldn't be in a position to passthrough the WSI
                      2:41 PM
                      and the memory allocation story is less...dumb
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                      Passthrough wsi isn't too bad at least
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                      well it's fine for you because it's just flinger parameters 😛
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                      Could probably reuse most of the existing code in yuzu for sf
                      2:43 PM
                      I think?
                      2:43 PM
                      Though that would really be a test for good texture and sync abstractions
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                      Affected Build(s)

                      Mainline Build - f6f9752ea 3

                      Description of Issue

                      F5 to quit current is not an optimal solution when in fullscreen because Yes/No requester will be hidden under the emulator fullscreen.

                      Expected Behavior

                      Pop-up over fullscreen mode. Better an overlay in the emulator then a requester IMHO.

                      Reproduction Steps

                      Run a game. Press F5.

                      Log File

                      Not required... generic...
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                      Build Notification BOT 12/8/2023 5:26 PM
                      Build #20231208.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      Mainline 1644

                      Description of Issue

                      The path and file are both in English characters and cannot be created

                      Expected Behavior

                      !image

                      Reproduction Steps

                      create shortcut on Chinese Windows systems

                      Log File

                      ``` [ 0.159669] Input input_common\drivers\udp_client.cpp:UDPClient:139...
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                      Affected Build(s)

                      mainline 1644

                      Description of Issue

                      !0100f4401940a000_2023-12-09_03-02-28-321

                      Expected Behavior

                      no Texture error

                      Reproduction Steps

                      arrive Chapter 2 Montclair Street Save02.zip

                      Log File

                      [yuzu_log.txt](https://...
                      Avatar
                      Hi. I noticed that when a user creates a profile, this is assigned a UUID. Is this UUID used by the switch in the hardware and in the games, or only for structural purposes (for example, representing the directory name)?
                      Avatar
                      isn't it the AccountId
                      7:33 PM
                      which is used for a variety of things in services
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                      Sorry, very new to this! I didnt know accountid was a thing. Some quick search, i have found this code: https://github.com/yuzu-emu/yuzu/blob/52e6b8a2d3f64ad27bc6e82d7f157c7fef8a0aba/src/core/hle/service/acc/acc.cpp#L597 rb.PushRaw<u64>(profile_manager->GetLastOpenedUser().Hash()); which I think generates some hash from UUID structure?
                      Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
                      7:43 PM
                      If it is used in services, then it probably will be used in games
                      7:43 PM
                      so if i understand this correctly, a save data is tied to the user and this is (unfortunately) not changeable. (edited)
                      7:46 PM
                      but now that I have spent another 2 minutes thinking, this of course is not true (as for many games, you can copy the save data to another user's save folder directly)
                      7:48 PM
                      essentially, I wanted to automate moving saves from profiles to other profiles. for my current tests, i hope that the only parts this matters is in profiles.dat and the user's save directory in nand/user/save/000.../(formatted UUID)
                      Avatar
                      for most saves this is fine
                      7:49 PM
                      but I think some are linked to accounts
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                      damn i wish there was a way to check that
                      Avatar
                      by the way, how is it known that a specific section of the switch hardware takes up a certain number of bytes? For example, for the profiles, there are a maximum of 8 users. Altogether, there is 650 bytes, but this includes 10 padding bytes at the start. 1. How was the specific 10 (or 16 in normal numbers) padding bytes found out? 2. How were the other, more specific, details found out? - UUID1 (8 bytes), UUID2 (8 bytes), timestamp (8), username (32), extra data(128) (edited)
                      Avatar
                      typically you unpack the save and observe the contents in a hex editor for patterns, as well as comparing it to the code that generates the save from the sysmodule
                      Avatar
                      Avatar
                      awsayn
                      but now that I have spent another 2 minutes thinking, this of course is not true (as for many games, you can copy the save data to another user's save folder directly)
                      Games may store user id in savedata
                      Avatar
                      Avatar
                      awsayn
                      by the way, how is it known that a specific section of the switch hardware takes up a certain number of bytes? For example, for the profiles, there are a maximum of 8 users. Altogether, there is 650 bytes, but this includes 10 padding bytes at the start. 1. How was the specific 10 (or 16 in normal numbers) padding bytes found out? 2. How were the other, more specific, details found out? - UUID1 (8 bytes), UUID2 (8 bytes), timestamp (8), username (32), extra data(128) (edited)
                      8:27 PM
                      It's these right?
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                      Narr the Reg 12/8/2023 8:44 PM
                      I had more data on that struct when I was implementing the user select applet
                      8:47 PM
                      The last 0x60 bytes are very likely to be a VerStoreData or CharInfo
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                      Affected Build(s)

                      GitHub - 154

                      Description of Issue

                      Game - Live A Live Can only be loaded with debugging options checked. GPU debug - on CPU debug - on FASTMEM - off *All other tweaking options resulted in game crash few seconds after loading. *When loaded as per debugging options as mentioned above, it seems that the game working pretty good without any graphical glitches and full 30 fps...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      1645

                      Description of Issue

                      Loading the DodgeBrawl minigame (Screampark section of Luigi's Mansion 3) makes the screen freeze at the "Loading" screen and I need to stop the emulation. All other minigames are working fine. I am playing local co-op, total 2 players. Using Vulkan on Normal accuracy, async GPU emulation and async shader building

                      Expected Behavior

                      DodgeBrawl min...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1644 and up

                      Description of Issue

                      In version mainline 1643 and before, games start if you disable system/Multicore CPU Emulation. With mainline 1644 and up, games don't start. It never goes further than Yuzu's loading screen. I've tested it in Linux and Windows, with games Spelunky HD, Spelunky 2, Mario Kart 8 Deluxe, Final Fantasy 7.

                      Expected Behavior

                      Game should ...
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                      Fixes #12316 (this just unindents the code, the diff is crazy)
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                      hmm actually there is another solution
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                      Fixes a bug where we weren't setting the default value for CPU backend correctly
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                      Build Notification BOT 12/9/2023 6:39 PM
                      Build #20231209.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:39 PM
                      Build #20231209.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 12/9/2023 6:41 PM
                      Build #20231209.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      @Narr the Reg ^
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1645

                      Description of Issue

                      • When trying to open the emulator, the main window doesn't open.
                      • The emulator's process will still run in the background and take ressources
                      • This doesn't happen when the graphics driver is hotswapped by an update/reinstall, but reappears again after a Windows restart.
                      • Sometimes, the emulator will have 2 processes running in the backgrou...
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                      GitHub
                      Click to see attachment 🖼️
                      Narr the Reg 12/9/2023 9:16 PM
                      Nice I will check it in a moment
                      Avatar
                      Clarify when NCE is being auto-disabled due to disabled fastmem
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                      Affected Build(s)

                      Early Access 4012

                      Description of Issue

                      for some reasons all human characters heads looks up !123 !1234

                      Expected Behavior

                      all human characters should look normal

                      Reproduction Steps

                      start t...
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                      this is the funniest bug I have seen in a long time
                      9:48 PM
                      @GoldenX86_64 look at this
                      9:48 PM
                      it's better than the eyebrows (edited)
                      Avatar
                      GoldenX86_64 12/9/2023 9:49 PM
                      kek
                      9:49 PM
                      this is glorious, if you fix it, add a toggle to keep it
                      9:50 PM
                      inb4 it's just the lower precision of FMA-less CPUs
                      Avatar
                      User has old cpu so it is possible that it is byproduct of unsafe cpu option
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                      accuracy is not set to unsafe
                      Avatar
                      GoldenX86_64 12/9/2023 9:51 PM
                      auto sets a lower precision to keep performance high on non FMA CPUs
                      9:51 PM
                      anything older than 4th gen lacks FMA
                      9:53 PM
                      now you know why i want to enforce AVX2 and FMA as a minimum requirement kek
                      Avatar
                      Clang fix when nuke old system and get free 15% boost (edited)
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                      our CI still spits out mingw builds
                      Avatar
                      GoldenX86_64 12/9/2023 9:59 PM
                      i should open a PR with -march=haswell and see what happens
                      Avatar
                      GoldenX86_64 12/9/2023 10:37 PM
                      case closed
                      Avatar
                      Build Notification BOT 12/10/2023 12:03 AM
                      Build #20231210.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      12:03 AM
                      Build #20231210.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 12/10/2023 12:04 AM
                      Build #20231210.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      @Pharynx what sysmodule uses lightipc?
                      2:56 AM
                      I thought it was unused
                      Avatar
                      jit creates a light port
                      3:07 AM
                      hmm or does it
                      3:08 AM
                      might be tipc decoding issue
                      3:14 AM
                      yes it was
                      Avatar
                      I counted around 13 different instances of the profile manager. This probably fixes all weirdness we have with this service specially randomly loosing your user file.
                      Avatar

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                      Affected Build(s)

                      Early Acess 4010 / Mainline 1644

                      Description of Issue

                      When you try to use the screenshot feature with in-game camera it returns corrupted images !0100c2500fc20000_2023-12-10_06-47-16-000 ![0100c2500fc20000_2023-12-10_06-47-40-343](https://github.com/yuzu-emu/yuzu/assets/152902825/b1352968-7...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-v156

                      Description of Issue

                      Some games cause the emulator and phone to freeze and have to force a restart of the phone. for example this simple game causes my phone to freeze on this screen !Screenshot_20231210-043913_yuzu

                      Expected Behavior

                      that shouldn't happen ### Reproduct...
                      Avatar
                      When combined with the previous two fixes, Portal 2 can now go in game. The vi service implementation could use an overhaul.
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                      Affected Build(s)

                      Mainline 1631

                      Description of Issue

                      When moving in the world, the screen will rapidly flicker between different tints of colors onscreen. There are also some texture bugs, such as when catching bugs ingame, some textures will be flipped upside down on the screen while others will be normal. ![ykw1s_bug_texturebug](https://github.com/yuzu-emu/yuzu/assets/58644191/90638368-7210-45e...
                      Avatar
                      Any application run through hbl will fail at the moment. This PR fixes the issue by improving CreateAppletResource and more importantly releasing the applet resource. This allow running multiple programs under the same program id.
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                      Build Notification BOT 12/10/2023 11:17 PM
                      Build #20231210.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      11:18 PM
                      Build #20231210.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      11:18 PM
                      Build #20231210.7 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      Early Access 4014

                      Description of Issue

                      Sky is grey and not black in the intro

                      Expected Behavior

                      Sky to render black

                      Reproduction Steps

                      Start the game Issue is present on the following : NVIDIA 3080
                      • openGL
                      • Vulkan
                      Mali

                      Log File

                      Log doesnt print anything useful [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/13629980/yuzu_l...
                      Avatar
                      Finally, a page to manage game properties! Long press any game to access these new options
                      • Game info page to see the program ID, developer, version, and path
                      • Per-game settings page
                      • Per-game drivers
                      • Add-ons manager and installer (make sure you extract your addons before you try to install)
                      • Save data manager - This replaces the global save data manager as that implementation had multiple flaws that could fail to import/export saves
                      • Option to delete all save data
                      • Option to ...
                      👀 11
                      Avatar
                      My config work is finally paying off 😅
                      Avatar
                      GoldenX86_64 12/11/2023 3:29 AM
                      yusss
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                      Affected Build(s)

                      Android 157 - Github Build

                      Description of Issue

                      This specific cutscene broke the game for some reason, although earlier cutscene in the game never had the issue. https://github.com/yuzu-emu/yuzu/assets/106293081/0a8b3b6d-816e-4905-95b0-6b1b6630521f

                      Expected Behavior

                      Cutscenes should play no problem like any other cutscene that has been played earlier in the Game. ### R...
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                      GitHub
                      Click to see attachment 🖼️
                      Sexy
                      ❤️ 3
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Yuzu Android v157

                      Description of Issue

                      Enter the Gungeon Graphical Issue even on System driver, Latest Mesa Turnip Driver and on proprietary Qualcomm drivers. https://github.com/yuzu-emu/yuzu/assets/32216817/e368e791-4600-4f1d-aa76-c2a0ba4b07c3 ![Screenshot_2023-12-09-22-36-45-827_org yuzu yuzu_emu](https://github.com/yuzu-emu/yuzu/assets/32216817/4d3d7399-b1b0-4bdc-85c9-...
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                      @ByLaws when Control is called on host1x itself, what does that actually block? Because right now that'll block all of THI and block nvdec/vic, but I'm looking at making those async along with host1x, which means host1x will only end up blocking itself, which I don't think is right.
                      2:41 PM
                      It's meant to block a whole channel right, which means all commands on that channel get blocked?
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                      it will block between nvdec and vic
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                      Maide
                      @ByLaws when Control is called on host1x itself, what does that actually block? Because right now that'll block all of THI and block nvdec/vic, but I'm looking at making those async along with host1x, which means host1x will only end up blocking itself, which I don't think is right.
                      control is what in this context?
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                      ByLaws
                      control is what in this context?
                      He's refering to the control registers but he's confused between CDMA and channels
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                      it'll block whole chan
                      3:23 PM
                      yeah
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                      @Maide each nvdec/vic instance has a channel. The control wait is run in a channel to wait on another channel
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                      theres no such thing as an nvdec instance
                      3:24 PM
                      oh wait
                      3:24 PM
                      for you
                      3:24 PM
                      okay in that case like
                      3:24 PM
                      what control should do doesnt really matter
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                      Yeah it sucks we don't just implement a single device and actually do channel swapping
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                      i mean that shouldn't happen either
                      3:25 PM
                      stuff is already being done wrong so it doesn't really matter what control actually does, as long as stuff works
                      3:25 PM
                      like its probably fine if you just block the thread for you?
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                      Yeah but I don't want to break what we have, currently control will block nvdec/vic for any given cdma
                      3:25 PM
                      But if I make it async then it won't anymore
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                      wait how tho
                      3:25 PM
                      what are you making async
                      3:25 PM
                      you would generally just have a sep thread
                      3:25 PM
                      per channel
                      3:26 PM
                      thats all the async you need
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                      Blink wants me to split nthe cdma, and vdec and vic inside it into their own threads
                      3:26 PM
                      So I was considering also making control a separate thread
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                      We are trying to make vic and nvdec run async. I think the issue is that each should run the pushed cdma commands in a channel. I'm trying to understand the docs but I think this my assessment of how it should work.
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                      you'd do it externally
                      3:26 PM
                      not internally
                      3:26 PM
                      you just make two cdmaprocessors
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                      So one for vic and one for nvdec?
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                      and use one for nvhost-nvdec and one for nvhost-vic instances
                      3:27 PM
                      yeah
                      3:27 PM
                      thats kinda more accurate to hw ish
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                      That gets difficult for a bunch of reasons tho
                      3:27 PM
                      We package nvdec and vic into a single cdma to share stuff, like the memory.
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                      youd have to make them static or something
                      3:28 PM
                      its the only way you can do this that wont spectacularly explode i think
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                      What happens when the game creates multiple nvdec/vic devices/fd at the same time? (From service perspective)
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                      nothing
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                      It uses context switching
                      3:28 PM
                      Or should do
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                      it doesnt
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                      They just send stuffs each and that's it?
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                      as i've mentioned before
                      3:29 PM
                      multiple nvdec instances isnt a thing
                      3:29 PM
                      its not like gpu channels
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                      So there's multiple handles to it?
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                      you open nvhost-nvdec twice, you open the same thing twice
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                      Oh i see
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                      and you can send commands thru either, theyd go to same place
                      3:30 PM
                      but you cant do that due to your decoder being not stateless
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                      So we should return the same fd?
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                      which is fine
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                      Blinkhawk
                      So we should return the same fd?
                      no its a different fd
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                      ByLaws
                      but you cant do that due to your decoder being not stateless
                      but .
                      3:30 PM
                      you want to have gpu style behaviour because that works best with your limitations
                      3:31 PM
                      i.e one cdma thread per vic fd, another per nvdec fd
                      3:31 PM
                      etc
                      3:31 PM
                      i think that would be simplest
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                      But then we can't share frames
                      3:32 PM
                      Not in any way easily at least
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                      how so?
                      3:32 PM
                      you still share an smmu
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                      We don't write to memory, we cna't.
                      3:32 PM
                      Hardware decoding only returns presentation frames and has to use a queue to un-do it being out of order.
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                      i'd guess youd just track output data alongside the smmu
                      3:33 PM
                      just texture + address or smth
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                      Currently vic takes a reference to nvdec and just gets the frame from it
                      3:33 PM
                      But if they were entirely separate things we couldn't do that (edited)
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                      right, but thats not at all how its supposed to work...
                      3:33 PM
                      you could like
                      3:33 PM
                      store a map of like
                      3:33 PM
                      image out addresses to nvdec instances
                      3:33 PM
                      then vic looks that up
                      3:33 PM
                      to get the one for the input addr
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                      Looks it up where, how would it access it?
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                      idk some global storage
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                      That's not allowed in Yuzu ):
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                      it is
                      3:34 PM
                      like
                      3:34 PM
                      not c++ global
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                      just global in the sense its accessible from both
                      3:35 PM
                      chuck next to smmu or smth
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                      That's getting real cringe tho
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                      i mean
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                      Maide
                      Currently vic takes a reference to nvdec and just gets the frame from it
                      the cringe started from .
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                      The smmu is in the cdma
                      3:36 PM
                      a reference you mean?
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                      No, I mean the memory itself
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                      Is per cdma
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                      you need to move outside anyway
                      3:36 PM
                      for multithreaded channels
                      3:36 PM
                      would be neccessary
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                      But if nvdec/vic are also in cdma, then they would have to take a reference to their parent class, which is always awkward.
                      3:36 PM
                      Circular references abound and all
                      3:36 PM
                      smmu wouldnt be in cmda
                      3:36 PM
                      you only have one smmu
                      3:37 PM
                      so that would neccessarily have to move
                      3:37 PM
                      but like ngl
                      3:37 PM
                      id just do stuff properly
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                      What, drop ffmpeg and implement all h264 and vp9 decoding ourselves?
                      3:37 PM
                      Fuck that
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                      I feel as if ffmpeg could be made to work in the available constraints
                      3:38 PM
                      idk tho
                      3:38 PM
                      either way the compunding of hacks doesnt feel very nice
                      3:39 PM
                      but like as a start: Shared smmu, and shared map of image vas to nvdec instances one cdma per open channel fd
                      3:39 PM
                      would be how id do it for what you have
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                      I'm trying to do a bit of it, except instead of one cdma splitting vic/nvdec I'm keeping it together and just trying to split vic/nvdec inside it
                      3:40 PM
                      Because then host1x control still works properly as I can leave it non-async blocking the others
                      3:41 PM
                      I have no idea how control would work if I split everything
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                      idk that would just be chaos personally
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                      I'm not sure how to efficiently push commands to nvdec/vic tho
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                      it makes thing even further apart from hw
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                      I don't really want to do it 1 command at a time because waking up a thread for that would be so slow
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                      and is probbably? more complex
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                      Maide
                      I don't really want to do it 1 command at a time because waking up a thread for that would be so slow
                      not really
                      3:41 PM
                      no diff to gpu
                      3:42 PM
                      just push to queue and notify
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                      gpu isn't pushing 1 command per thread
                      3:42 PM
                      It pushes command lists
                      3:42 PM
                      I'm talking 1 register getting set per wakeup (edited)
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                      oh i misunderstood
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                      ByLaws
                      idk that would just be chaos personally
                      .
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                      How would host1x control work if everything was separate?
                      3:43 PM
                      How can it block nvdec/vic in that case?
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                      i dont understand
                      3:44 PM
                      it would just... block?
                      3:44 PM
                      like it would on hw
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                      What's to prevent more commands getting pushed to nvdec/vic?
                      3:45 PM
                      When they're completely separate
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                      And where does THI fit into any of that?
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                      basically this discussion lmao
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                      Maide
                      What's to prevent more commands getting pushed to nvdec/vic?
                      well the thread is blocking
                      3:47 PM
                      sure more could be pushed to vic
                      3:47 PM
                      if nvdec thread is blocking
                      3:47 PM
                      thats fine (edited)
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                      We don't want nvdec and vic on the same thread
                      3:47 PM
                      It's way too slow
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                      yes exactly?
                      3:47 PM
                      but if the nvdec cdma is blocking
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                      Oh, control is called from within the nvdec cdma?
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                      you nvdec commands pushed would just queue up
                      3:48 PM
                      yes
                      3:48 PM
                      as it is now
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                      So it only blocks nvdec and not vic?
                      3:48 PM
                      Mmk
                      3:48 PM
                      That's not how it is now
                      3:48 PM
                      It blocks both nvdec and vic
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                      well, it blocks the cdma (edited)
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                      Yeah, which has both
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                      the code would be exactly the same
                      3:49 PM
                      behaviour different
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                      Pharynx
                      Click to see attachment 🖼️
                      😵💫
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                      So all the THI stuff would be in the cdma and be per-client?
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                      I'm going to do all of this and it won't evne help the speed, I know it.
                      3:53 PM
                      SSHD intro video has some cringe where it delays sending the next frame to VIC for like ~16ms after you signal the syncpt
                      3:53 PM
                      So it runs too slowly
                      3:54 PM
                      Trying to mess with signalling the syncpt before executing it to try and hide it but it causes all sorts of problems with syncpt ordering and getting stuck.
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      157

                      Description of Issue

                      Hi, I noticed that when playing Breath of the wild drop frame or freeze and it looks like from dmesg it is GPU hang. !Screenshot_20231211-172414 I checked it isn't related to my phone or gpu .

                      Expected Behavior

                      It shouldn't happen

                      Reproduction Steps

                      ...
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                      @ByLaws ok I split them all out into separate threads, but now I'm faced with the issue of storing the frames, I don't know how to get vic to find the frames from the correct nvdec.
                      9:04 PM
                      Any ideas?
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                      ByLaws
                      image out addresses to nvdec instances
                      .
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                      I don't know what that means
                      9:51 PM
                      As in associate nvdec's output addresses with its id?
                      9:52 PM
                      But I don't want to store the frames within host1x itself though, I'm more trying to get a reference to the instance so I can call it directly.
                      9:52 PM
                      Storing the frames all the way outside itself is weird
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                      Maide
                      I don't know what that means
                      If it works on software decoding, you are on the right path
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                      It all works
                      10:38 PM
                      But it's hacky
                      10:38 PM
                      Or feels like it anyway
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                      Maide
                      As in associate nvdec's output addresses with its id?
                      Yeah
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                      Well I didn't do that, instead I just store the last nvdec fd and then give that to vic when it's opened
                      11:49 PM
                      Seems to work
                      11:49 PM
                      As long as nothing opens 2 nvdecs in a row and tries to use them both
                      12:07 AM
                      That works
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                      I dunno if it does, because games do open 2 nvdecs in a row
                      12:24 AM
                      I don't know if there's any guarantee that it'll use the second.
                      12:25 AM
                      But after that rework videos are jumpy, they're not smooth.
                      12:25 AM
                      No idea why tho, it should all be good...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      GitHub 157

                      Description of Issue

                      The Legend of Zelda Link's Awakening has very ugly black flicker when NCE is enabeld. With JIT there is no flicker but the frame rate is bad so it's also not playable. The flicker is present with Turnip and also with the Qualcomm Driver. This videos shows the flicker: https://discord.com/channels/398318088170242053/1113238919304204359/1183...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      !Screenshot_20231212-112948 I saw the latest Feature but it lacks the point. I was suggesting to add also the feature of deleting the installed dlc not just the data progress. I hope it gets added next time.

                      Why would this feature be useful?

                      Its gonna be useful for a reason t...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      !Screenshot_20231212_161907 !Screenshot_20231212_163604 We can move character and rotate screen by using left and right virtual stick in current yuzu. Stick regions is basically from skyli...
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                      Build Notification BOT 12/12/2023 4:07 PM
                      Build #20231212.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub
                      Click to see attachment 🖼️
                      +50% performance improvement
                      kek 16
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                      Build Notification BOT 12/12/2023 8:34 PM
                      Build #20231212.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      This saves about 256MB of prefaulted memory in every single guest program, and makes startup a bit faster. The atomic semantics are not needed because this function is only ever called from a locked context (and since it can modify the page table, it wouldn't have worked if it was unlocked anyway). Should be tested to ensure the performance and accuracy is the same as before.
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                      The UpdateDescriptorQueue class only permits up to 7 frames to be processed at any given time. However, with async presentation enabled (especially on Android), slow rendering can cause the present queue to grow unboundedly, which will generally result in the descriptor queue data getting clobbered and subsequent driver crashes. Some users have previously worked around this by changing the speed limit setting, which slows down the presentation rate and can prevent these crashes. This shoul...
                      👀 3
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                      GoldenX86_64 12/13/2023 12:13 AM
                      and just like that, byte solving big issues
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                      ok, if ninja test does not run the tests then what does
                      12:19 AM
                      it does run them
                      12:19 AM
                      CI is just gaslighting me about a failure
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                      GoldenX86_64 12/13/2023 12:31 AM
                      wouldn't be the first time
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                      Affected Build(s)

                      Android 158 and 159 (previous ones didn't work as well)

                      Description of Issue

                      Blue Graphics on some assets and the game crashes shorty after the intro. I have a SD8G2 on the S23 Ultra yuzu_log.txt.old-1.txt

                      Expected Behavior

                      Not crash and maybe fix for the blue graphics. ### Reproduction Steps...
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                      Affected Build(s)

                      Android v159

                      Description of Issue

                      The game looks perfect in the menu but then some textures turn black and after the cinematic the FPS drops to 0 and it doesn't go from there. Yuzu !Screenshot_20231212-214100_yuzu ![Screenshot_20231212-214214](https://github.com/yuzu-emu/yuzu/assets/4172898/...
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                      Affected Build(s)

                      Yuzu github version 159

                      Description of Issue

                      Game loads fine until the gameplay starts and FPS drops to 0 in NCE. Device - Samsung Galaxy S20 CPU & GPU - snapdragon 865 adreno 650 RAM -12Gb Yuzu github version 159 with mesa turnip v24.0.0 regular !Screenshot_20231213_080548_yuzu ![Sc...
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                      Games usually create their audio output using the max number of channels (6), and then afterwards query the active output device for how many channels it's actually outputting, and then they send data to match that. So a game may open audio out with 6 channels, query the device and find it only supports 2 channels, and then send 6 channels of data, but with only 2 of the channels filled, and leaving the other 4 as 0, silence. In the case that your host output only supports 2 channels, GetA...
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                      @Pharynx lol you are making branch names my style
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                      !yuzu_log.txt.old.txt Almost no graphics (only devs and menu text are showing) Only sound is ok (you can hear how Mono is walking/jumping) https://github.com/yuzu-emu/yuzu/assets/145937034/65d5b767-4f5a-4db0-a050-170e1902e152 Same with dynarmic and any accuracy level CPU:Snapdragon 870 GPU/Driver:Turnip R12 Aggressive+Beta vulkan RAM:6GB OS:Android 13
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                      A PR by them that actually updates something?
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                      Affected Build(s)

                      Mainline 1649 / Early Access 4017

                      Description of Issue

                      The sound of this game, like in main menu is glitchy.

                      Expected Behavior

                      Smooth sound

                      Reproduction Steps

                      Launch the game and you will hear that in the main menu of the game

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU: Ryzen 3600x GPU/Dri...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I propose an update to FSR to improve image quality.

                      Why would this feature be useful?

                      This update would be helpful in improving video quality and performance.
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                      does 1.0.3 have any rendering quality improvements from 1.0.0?
                      4:19 PM
                      @Moonlacer @GoldenX86_64
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                      Doubtful, but I’ll check into it
                      4:52 PM
                      Uhm, I don’t even think 1.0.3 exists yet (edited)
                      4:53 PM
                      The last version on the official repository is 1.0.2, which we are already using
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                      Problem solved
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                      user deleted their account
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                      This got broken at some point today, so that when you run brew install python it now returns an error. Homebrew explicitly rejected an option to force link during install so I guess this is the approach we'll be using.
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      I'd like to suggest the use of XCZ file format since I saw in a previous issue it was mentioned that other compressed formats maybe added. XCZ is a compressed version of xci.

                      Why would this feature be useful?

                      Compressed games save space on drives and also means having to buy less drives. Xcz's are literally just compressed xci's. Thank you to anyone that take...
                      deepfried 2
                      🤡 2
                      Avatar
                      Why would we support commonly known piracy formats lol.
                      1:29 AM

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                      Affected Build(s)

                      1650

                      Description of Issue

                      When i run yuzu, start a game, and then enter fullscreen using the resolution 4096 x 2160 the windows task bar does not disappear

                      Expected Behavior

                      When entering fullscreen, the task bar should hide itself

                      Reproduction Steps

                      Connect a display that has the 4096 x 2160 resolution option, set that as the resolution in windows settings, start totk...
                      1:34 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      mainline 1650

                      Description of Issue

                      when in 4096 x 2160, the task bar does not hide when entering fullscreen. it does hide for every other application i have tested

                      Expected Behavior

                      the taskbar should hide when entering fullscreen

                      Reproduction Steps

                      enter 4096 x 2160 in windows settings and enter fullscreen in yuzu

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-...
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                      Ghost
                      Why would we support commonly known piracy formats lol.
                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 12/14/2023 2:13 AM
                      Even then, it being compressed with no regard for emulation makes it useless for emulation (edited)
                      💯 1
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                      On Linux (and by extension Android) we can take advantage of the MADV_REMOVE extension to madvise, which deletes the backing memory and makes future reads return zero. This decreases boot time by more than a full second on all Linux-based platforms and also prevents us from needing to have 3GB available immediately on boot - the needed memory can be allocated on demand. I could not find a way to implement this on Windows. There is simply no way to decommit a portion of a page-file backed m...
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                      This removes a very old hack at least for hid shared memory. Kernel is no longer responsible for handling hid shared memory, instead applet resource will keep track of them which is the intended way. This allows us to have a shared memory instance per aruid. In the process I had to assemble the all mighty SharedMemoryFormat. This turned to be a quite big change and had to hack my way too keep everything functional. While controller features still are inaccurate it allows me to proceed...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      On PC we can press Ctrl + U to toggle unlimited frame rate mode, can we have this on android as well? I've seen eggNS emulator having this, but I refuse to use that as it was made based on stolen Yuzu code.

                      Why would this feature be useful?

                      This is an important feature because for many games that I play, there are no 60 FPS patches.
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                      GitHub
                      Click to see attachment 🖼️
                      Ooo
                      11:57 AM
                      Didn't realise this wasn't done already, very cool!
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                      ByLaws
                      Didn't realise this wasn't done already, very cool!
                      now need some way to deal with UE4 games
                      1:58 PM
                      and their crazy memory mapping shenanigans
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      Local multi-player enable player to play with friends battle with them . I REQUEST YUZU TEAM to add local multi-player supporte to android

                      Why would this feature be useful?

                      This is already present in pc build. It will player excited as we battle our friend . YUZU team add support to local multi-player
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                      Affected Build(s)

                      github ci 160

                      Description of Issue

                      After launching, it crashes after playing for a period of time or entering a battle scene, sometimes even causing the phone to reboot. I've tried changing settings, something like setting high precision, enlarging virtual memory, etc.

                      Expected Behavior

                      I hope I can play normally(

                      Reproduction Steps

                      just launch game and play until...
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                      Affected Build(s)

                      EA 86d26914a

                      Description of Issue

                      Game stuck after company logo screen in welcome screen Update 1.06 installed

                      Expected Behavior

                      !Screenshot_20231214-221356_yuzu

                      Reproduction Steps

                      Start Game

                      Log File

                      Not needed I guess

                      System Configuration

                      CPU: SM875 GPU/Driver: ...
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                      Affected Build(s)

                      Android 160

                      Description of Issue

                      I have problems with turnip on 8 gen 2 It Crash AND Glicht after loading intro, on 870,765g is fine It happens only on alls my 8gen 2 phones.

                      Expected Behavior

                      .

                      Reproduction Steps

                      Before intro menu !Screenshot_yuzu_20231214_145558 ![Screenshot_y...
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                      Build Notification BOT 12/15/2023 3:10 AM
                      Build #20231215.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 12/15/2023 4:34 AM
                      Build #20231215.1 part of pipeline yuzu patreon stage2 failed.
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                      what broke this time
                      4:43 AM
                      just a random connection issue
                      4:43 AM
                      restarted it
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                      what is new on that ea? (edited)
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                      fix for cheats
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                      Build Notification BOT 12/15/2023 4:49 AM
                      Build #20231215.1 part of pipeline yuzu patreon stage2 failed.
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                      oh come on
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                      Affected Build(s)

                      Lastest github 161

                      Description of Issue

                      Saints row 4 can't be launched and even if it succeed to launch and go to in game, it has graphic bug like this or it just crash. Since qualcomm driver has blue screen issue, i don't use it so i have tested turnip RX, R11, R12. Also NCE was enabled. Fastmem was disabled. ![Screenshot_20231120_030600_yuzu](https://github.com/yuzu-emu/yuzu/...
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                      Affected Build(s)

                      android-161

                      Description of Issue

                      Grandia HD Collection Does work with black screen when select game in title menu, it should be feature missing for bundle games, the same error on other collection game like Baten Kaitos I&II HD Remaster

                      Expected Behavior

                      Load specific game when select

                      Reproduction Steps

                      Boot to game, select game version want to play in title screen ##...
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                      Affected Build(s)

                      android-161

                      Description of Issue

                      Digimon Cyber Sleuth is stuck in Loading Shaders when trying to start the game. Seems like it's doing an infinite loop in the logs. The game starts fine in Dynarmic. The issue only happens in NCE. It starts sometimes but like only 1 out of 10 chances.

                      Expected Behavior

                      The game should start and not stuck in Loading Shaders when set to NCE. ...
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                      Affected Build(s)

                      Latest github 161

                      Description of Issue

                      Those two games always fail to boot at first time. They always crash while loading and shader building when i click game icon. I have to click games more than 5 times for launch it successfully. It was always like that even in past. I deleted cache and shader cache but no difference.

                      Expected Behavior

                      It should boot wihout crash while l...
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                      Affected Build(s)

                      android-161

                      Description of Issue

                      Undernauts Labyrinth of Yomi in game cannot show the maze graphic In Android: !Screenshot_20231215-221745

                      Expected Behavior

                      It should look like this in PC/Switch ![Screenshot_20231216-001629](https://github.com/yuzu-emu/yuzu/assets/34668401/08e60003-a9...
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                      Affected Build(s)

                      EA 4021

                      Description of Issue

                      At some point a few months ago, Open course world stopped working in yuzu. Regression testing show that sometime between mainline builds 1518, and 1520, Open Course World stopped working. I verified that it's working in 1518: !image and failing in build...
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                      almost certainly my resultval removal pr
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                      OCW community is furious right now
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                      Affected Build(s)

                      Mainline 1652 / Early Access 4021

                      Description of Issue

                      SSBU is running faster than normal game speed (even at locked 60 FPS), and feels choppy due to this. On previous versions like Mainline 1651 the game runs well and smooth. This problem seems similar to ol' #8191

                      Expected Behavior

                      Running without speed abnormalities.

                      Reproduction Steps

                      Play a couple of matches. ...
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                      Affected Build(s)

                      1652 (2023-12-15)

                      Description of Issue

                      Running Dragon Quest Builders (I could find 0 update or DLC packages for this game) on Arch Linux with Yuzu AppImage installed from EmuDeck and fully updated causes a kernel panic and crash when arriving to the Square Enix splash screen (approx. 2.5 seconds after booting this game, the splash screen fades in). This issue does not affect ot...
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                      no way this can be a yuzu bug
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                      It used to work I thought
                      4:19 AM
                      So probably is
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                      Affected Build(s)

                      Early Access 86d26914a

                      Description of Issue

                      The Binding of Isaac now has random issues rendering lighting effects and floors.

                      Expected Behavior

                      Tiles in larger rooms are sometimes broken. Lighting flickers when certain effects or enemies are in the room. Sometimes the walls of each room disappear and hidden effects are plainly visible around room borders. ### Reproduction...
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                      Affected Build(s)

                      Mainline 1652

                      Description of Issue

                      My joycon is not the official production version, but steam recognizes it properly as a pair of switch joycon. And everything works well. !image but when I try to connect using yuzu, only the right handle is in the physical device and only the right han...
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                      Build Notification BOT 12/16/2023 4:46 PM
                      Build #20231216.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 12/16/2023 4:48 PM
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                      CI passed because it uses 12, but this isn't indirectly included in libstdc++ 13 anymore, which gave me a build failure
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                      Build Notification BOT 12/16/2023 6:58 PM
                      Build #20231216.9 part of pipeline yuzu patreon stage1 was manually stopped.
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                      🛑 2
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                      Affected Build(s)

                      162

                      Description of Issue

                      Compared to version 159, latest version (162) sees a loss of performance (Ninja Gaiden 2, Bayonetta 2) of about 10%.

                      Expected Behavior

                      Normal performance, at least on par with previous versions (159).

                      Reproduction Steps

                      Play your favourite scenes in a more demanding game in both versions, and experience the difference.

                      Log File

                      No log fil...
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                      For each player, the profile name is saved in the qt-config.ini file. The one selected is restored when opening the configuration window, even after closing yuzu
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                      Affected Build(s)

                      Mainline 1650

                      Description of Issue

                      DQM: The Dark Prince crashes occasionally in the Conqueror's Keep

                      Expected Behavior

                      It does not crash

                      Reproduction Steps

                      Change floors in the Conqueror's Keep, there is a chance it crashes.

                      Log File

                      https://pastebin.com/5DPidAk5

                      System Configuration

                      CPU: Ryzen 9 5950X GPU/Driver: NVIDIA TITAN Xp RAM: 64GB DDR4 2666MHz O...
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                      Affected Build(s)

                      Android-161

                      Description of Issue

                      !cardfight vanguard dear days graphic issue Launching and entering the game is fine but when you are starting the card battle in Story mode or in CPU fight mode the cards and the game field turns into black screen and the only visible are the characters pic...
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                      Affected Build(s)

                      Early Acess 4021

                      Description of Issue

                      After finishing sonic 1 on Sonic Origins occurs an Device loss and the Emulator Crashes

                      Expected Behavior

                      Return to main menu

                      Reproduction Steps

                      1) Go in-game 2) Finish an game 3) Watch the final cutscene

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU:...
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                      What feature are you suggesting?

                      Plss add for Android 10

                      Why would this feature be useful?

                      Plss add for Android 10
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                      PLSS: 👎 DLSS: 👍
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Can you please make adding GPU drivers option accessible for my device (Vivo v27/Helio g99/Android 13)

                      Why would this feature be useful?

                      I downloaded lego marvel superheroes rom for my vivo v27 on different versions of yuzu and this how it turned out: Google play ver: didn't even launch Play ver(adjusted settings): crashed during the intro v159(with nce): cra...
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                      This should fix the issues where audio gets permanently cut off when changing output devices or starting a screen capture.
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                      (using the opensles cubeb backend also fixes that :)
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                      What feature are you suggesting?

                      Facing the flickering trees in Pokemon Scarlet/Violet, like showed on the video. Can be different ones in different launches, but at least one! Tested multiple EA versions, from 34xx till 4xxx, also on different hardware (both AMD/NVidia GPUs - 3060, 3060ti, 4080, RX 580 etc, Intel/AMD CPUs - i5-11400f, i9-9900K, R5-2600x, 3600 etc). It always happens no matter what, at ...
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                      This resolves a lifetime issue where a reference to a temporary would be returned. After checking the Android ifdefs, this seems to be the only case where this happened.
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                      GitHub
                      Click to see attachment 🖼️
                      Lifetime extension rules should make this fine, no?
                      8:07 PM
                      If it was a const & maybe?
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                      Maide
                      Lifetime extension rules should make this fine, no?
                      the string_view is a reference to the memory of the string returned
                      8:08 PM
                      the string temporary is destroyed and the string_view referencing its data is returned
                      8:08 PM
                      lifetime extension doesn't apply because the lifetime of the temporary ends before the lifetime of the view
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                      Well if it returned a string& instead
                      8:10 PM
                      Eaz
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                      that doesn't help anything
                      8:11 PM
                      if you write programs in rust this will make way more sense
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                      It does help
                      8:13 PM
                      Cause then you're returning the object itself
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                      Maide
                      Well if it returned a string& instead
                      BreadFish64 12/17/2023 8:15 PM
                      thonking You can't return the reference to the newly constructed string. You can assign a returned std::string value to a const std::string& or std::string&& to extend the lifetime but that doesn't apply here. (edited)
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                      Oh that's what I meant, returning to a reference. Couldn't it apply there?
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                      in the cases where it was used, the string_view was 1. being assigned into a string member variable 2. being used as a temporary in a function call (edited)
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                      BreadFish64
                      thonking You can't return the reference to the newly constructed string. You can assign a returned std::string value to a const std::string& or std::string&& to extend the lifetime but that doesn't apply here. (edited)
                      BreadFish64 12/17/2023 8:23 PM
                      This type of lifetime extension only works because the function/constructor returns a value and the compiler knows that it needs to keep the value somewhere for the reference to be valid. If you write auto str = std::make_unique<std::string>("Hello String"); const std::string& strref = *str; str.reset();Then there's no mechanism to allow strref to extend the lifetime of *str
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                      PR #11471 changed yuzu to be able to respect the maximum vertex binding count of the driver. There was a minor issue in how this was implemented, which is now fixed. Bizarrely, respecting the maximum binding count causes Turnip on a610 to device loss on any program using both vkCmdBindVertexBuffers2EXT and vkCmdBindVertexBuffers - it seems that you have to use the API incorrectly to avoid this. I didn't try binding the inputs one at a time, but suspect it might also work. This needs t...
                      👀 7
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                      This really should have been implemented before. Fixes Portal 2 saves.
                      5:17 AM

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                      Affected Build(s)

                      android-164

                      Description of Issue

                      The game crash after select new game in Trails into reverie title menu

                      Expected Behavior

                      Go into game

                      Reproduction Steps

                      Open the game, select new game, when asking inherent save or not just ignore it

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      ...
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                      This changeset aims to allow multiple memory instances to exist and interact with server sessions. Needs extensive testing because it touches the resource limits and modifies how objects are acquired from the handle table, which might cause issues.
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                      Affected Build(s)

                      Android - 164

                      Description of Issue

                      After rotate phone, display show wrong overlay layout . Correcting this layout using edit layout will effect the other side of rotation

                      Expected Behavior

                      Rotate phone to show the correct overlay layout

                      Reproduction Steps

                      Start any games and rotate phone display

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/1370...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      A hotkey to swap between different controller profiles.

                      Why would this feature be useful?

                      This would make it easier for users to swap between different controller configs, especially in regards to ease of use when using remote-to-desktop applications, with controls forwarded.
                      narr 2
                      2:20 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Local multi-player enable player to play with friends battle with them. I REQUEST YUZU TEAM to add local multi-player supporte to android

                      Why would this feature be useful?

                      This is already present in pc build. It will player excited as we battle our friend. YUZU team add support to local multi-player
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                      Affected Build(s)

                      164 github

                      Description of Issue

                      Classic graphics can be used to get around black screen with UI of game but it causes rain bow texture glitching . With system drivers the glitch is mostly on the character models With r12 drivers the glitching is mainly on the ground panels of the game https://github.com/yuzu-emu/yuzu/assets/121437250/7a0b5350-c132-44e0-8c15-d60ed0a27a5...
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                      Affected Build(s)

                      EA 4024

                      Description of Issue

                      Hi so I just updated from yuzu mainline 1448 to ea 4024 for the performance the same settings and games I played before with vulkan no longer work they will either get stuck on "Launching" or the emulator will stop responding until I end it

                      Expected Behavior

                      Crash or stuck on launching

                      Reproduction Steps

                      Opening any game on newer versions ...
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                      GitHub
                      Click to see attachment 🖼️
                      Ugh I need to get back to my jetpack compose rewrite
                      whip 5
                      Avatar
                      There's an assumption that ResetCounter() would be called before reporting the counter value, but that's not always the case. When ResetCounter() is not called, last_accumulation_checkpoint would not be updated, passing in 0 as the max_accumulation_base to the prefix sum shader... https://github.com/yuzu-emu/yuzu/blob/b8c50276869aa98bc3cf2622a18c08cf1fb66315/src/video_core/host_shaders/queries_prefix_scan_sum.comp#L107 This happens in Luigi's Mansion 3
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                      Affected Build(s)

                      Mainline

                      Description of Issue

                      Installed the Flatpak version, but I was unable to launch the program. `$ flatpak run org.yuzu_emu.yuzu No protocol specified qt.qpa.xcb: could not connect to display :0 qt.qpa.plugin: Could not load the Qt platform plugin "xcb" in "" even though it was found. This application failed to start because no Qt platform plugin could be initialized. ...
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                      Symbols path seems unused. Language wasn't a setting but it was read as a setting. So every time it was read it used the default value which is system config. It also was stored under the path group which to me has nothing to do with this setting at all. This PR will reset this config but now it will actually be stored on subsequent launches.
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                      Narr the Reg 12/19/2023 1:38 AM
                      @Ego_Bizarro ^^
                      👀 3
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                      Can the LanguageCode in system settings hold that?
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                      Narr the Reg 12/19/2023 1:41 AM
                      It should that is an actual setting
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                      Could try using that then, since the settings are intended to persist
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                      Narr the Reg 12/19/2023 1:42 AM
                      Wait I think I'm confused
                      1:42 AM
                      I changed the Qt language. Which is different from LanguageCode of games (edited)
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                      Narr the Reg 12/19/2023 1:43 AM
                      So you can have spanish UI but the games are in english
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                      Values of the gl_ClipDistance array which are not written to are considered undefined. Most drivers seem to treat unwritten values as zero, but radv does not. This fixes rendering with radv in Portal.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      The SteamDeck have some form of haptics, which appears to be rather different than either the JoyCon or the DualSense. I plan on doing some research regarding supporting those (chiaki4deck seems to already support that. (see https://github.com/streetpea/chiaki4deck/blob/361e0789347d7383d67f802c3b875cb31571c3e9/steamdeck_native/src/sdeck.c#L397C11-L397C11). I’m unsure if I...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Please add feature to Increase volume like yuzu on PC, increase Volume up to 200%. Because default sound emulation too low. Thank you !Screenshot_20231219_215958_org yuzu yuzu_emu

                      Why would this feature be useful?

                      Yes, this is will usefull for the some game with lower sound ...
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                      Build Notification BOT 12/19/2023 3:14 PM
                      Build #20231219.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 12/19/2023 3:16 PM
                      Build #20231219.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build #20231219.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build #20231219.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build #20231219.6 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Both Qualcomm proprietary drivers and Turnip fail to handle the case of binding an R11G11B10_UFLOAT image as a uimage2D in a shader. Storing anything to the image does nothing. All other drivers handle this by bitcasting the uvec4 as a vec4 when processing the stored value. I am not sure if this behavior is spec-compliant or not, but we will work around this by ensuring we bind the image as a float. Fixes rendering in Paper Mario: The Origami King ![screen](https://github.com/yuzu-emu/yuz...
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                      Partial revert of #12094 Nvidia's driver fails to performs tfb in cases where the same buffer is bound as a vertex buffer and tfb buffer in the same draw call. I only repro'd on homebrew tests, but using the NV_vertex_buffer_unified_memory works around this and fixes the issue.
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                      Brings the counter query accuracy close to what the Vulkan side has. Fixes shadows in Metroid Prime: !image
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                      Affected Build(s)

                      Mainline 1654 or later

                      Description of Issue

                      Compilation fails for Mainline 1654 or later, on Linux aarch64, where HAS_NCE=1 (auto-detected).

                      Expected Behavior

                      Compilation is successful, like with Mainline 1653.

                      Reproduction Steps

                      0. On a machine running Fedora Asahi Remix 39 1. Using https://github.com/teohhanhui/rpms/tree/9802c68a2377aff99779ba7b629f35ee2120b648/yu...
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                      Similar #10017. Encoding extensions are now exposed by default i.e., don't need VK_ENABLE_BETA_EXTENSIONS.
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                      Should be functionally equivalent to Vulkan's DrawIndirectByteCount. The macro execution takes a slightly different path for OpenGL since the TFB byte count is not readily available. Fixes particles in XC3 https://github.com/yuzu-emu/yuzu/assets/52414509/db4e96bc-221f-4947-bd38-f4954f7880ff
                      💝 4
                      Avatar
                      GoldenX86_64 12/20/2023 1:38 AM
                      Epicboy making OpenGL based
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                      VK_NV_per_stage_descriptor_set is cool
                      11:53 AM
                      Another one of Nvidias nvn compat exts
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                      Why would they need that?
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Can you guys make adreno 612 can use turnip driver please? Or just low end phone btw

                      Why would this feature be useful?

                      It help low end phone many thing to their interesting
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                      Affected Build(s)

                      Mainline-0-1657

                      Description of Issue

                      When putting the system (in my case a steam deck) into standby for some time, the emulator clock will be offset from system time.

                      Expected Behavior

                      The emulator clock should stay in line with the system clock as long as the "custom rtc" setting is not used.

                      Reproduction Steps

                      1. Start yuzu 2. Put system in standby (press power butt...
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                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Since the last few updates it's not possible anymore to export/import all save games. But I would like to be able to make a fast and easy backup of all my Savegames.

                      Why would this feature be useful?

                      This freature is useful to backup Savegames or to share them between the ea or GitHub version. On Android it's so easy to loose all savegames. If you uninstall the...
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                      Affected Build(s)

                      unknown, using docker multiplayer image

                      Description of Issue

                      when yuzu multiplayer is running, it doesn't know how to handle certain things like "cannot send to connection IP". The problem is that it goes into an endless loop (as will be provided in the logs soon). Once the loop starts it drops almost everyone in the channel.

                      Expected Behavior

                      Yuzu doesn't disconnect anyone ...
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                      I got very busy recently Is the issue that yuzu's language resets to the system language already fixed?
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                      it should be yeah
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                      Build Notification BOT 12/20/2023 5:46 PM
                      Build #20231220.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 12/20/2023 5:47 PM
                      Build #20231220.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build #20231220.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:48 PM
                      Build #20231220.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      android-v166

                      Description of Issue

                      The game has a problem when reaching the crocodile's lair where if you are killed and you reload a checkpoint, the game cannot advance. The same thing happens with NCE and dynarmic Save data 0100E870163CA000.zip https://github.com/yuzu-emu/yuzu/assets/4172898/7480dd...
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                      Pharynx
                      it should be yeah
                      Okay ty for the info. Maybe I will look at the web applet then Or keep working on my logging stuff
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                      Affected Build(s)

                      Mainline 1655

                      Description of Issue

                      There is a certain area in the polar biome in the terarium, a giant iceberg sticking out of the water, going anywhere near this iceberg freezes my yuzu, turns off my screen and crashes my gpu, my hardware turns back on after it crashes. I'm using AMD Adrenaline 23.30.13.05 (I've tried many other versions). A user attempted to explore the same are...
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                      Affected Build(s)

                      android-v167

                      Description of Issue

                      Sometimes the game gets stuck ingame on loading screens,FPS drops to 0.

                      Expected Behavior

                      that shouldn't happen

                      Reproduction Steps

                      Play normally

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU:sd870 GPU/Driver: Adreno 650/turnip drivers RAM: 8gb OS: a...
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                      Narr the Reg 12/21/2023 2:57 AM
                      That one fails on a mutex
                      2:57 AM
                      I wonder if it's a bug on the game itself
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                      Leave it to the anime games licensed to a generic studio
                      Avatar
                      locking a mutex should never fail
                      3:33 AM
                      and yeah I suspect it's a bug in the game
                      3:33 AM
                      it's trying to do something with a nonexistent handle
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                      Properly integrates the per-game vsync combobox into the qt gui after I had accidentally enabled it during #12335
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                      Our object creation is a bit messed up while I'm rewriting hid. Npad is really big, it will take me a few weeks to get something together. Patch this function to avoid breaking games like rocket league.
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                      Affected Build(s)

                      Mainline 1657

                      Description of Issue

                      flathub version works fine only happens with the song Dramaturgy (DLC songpack#10) with AppImage the music notes always stutter during parts of the song, skipping frames here's an example of the moment when it happens, the music notes jump from frame to frame ![mega39s - stutter](https://github.com/yuzu-emu/yuzu/assets/145258276/392483f6-...
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                      Affected Build(s)

                      android-v167

                      Description of Issue

                      In version v166 the game has no texture problems and renders perfectly but when updating to v167 the textures are not rendered correctly and remain invisible V166 !Screenshot_20231220-230602_yuzu V167 ![Screenshot_20231220-230011](https://github.com/yuz...
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                      Affected Build(s)

                      Mainline 1757

                      Description of Issue

                      The Games Star normal good fps without drops but and start the main story both of Games everything is black and the sound is good too.

                      Expected Behavior

                      .

                      Reproduction Steps

                      !Screenshot_yuzu_2023-12-21-16-22-50-532

                      Log File

                      [yuzu_log.txt](...
                      3:31 PM

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                      Affected Build(s)

                      Yuzu EA / Yuzu github 167

                      Description of Issue

                      Broken character shadows in Bayonetta 2 with NCE enabled. The shadows are shown incorrectly, with displaced position, scale, rotation. Note that while using Dynarmic (JIT) the shadows are shown properly. NCE: !image JIT: ![image](ht...
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                      What feature are you suggesting?

                      Greetings! Honestly i don't know all kitchen of AMD Frame Generation, but like i now this is just somekind of intepolation and Frame Generation by self, can work without AMD FSR 3.0 and this tech dont need to implement in game nativetaly. I can be wrong, i don't argue with it. But may be possible to implement Frame Generation to Yuzu. I still have drops in Red Dead Re...
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                      Build Notification BOT 12/21/2023 3:51 PM
                      Build #20231221.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build #20231221.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      This is a redo of #12407 It turns out that binding any float image type with a mismatched sampler type is actually not spec compliant (thanks to DadSchoorse🐸 on the mesa issue tracker for pointing this out:
                      If a VkImageView is accessed as a result of this command, then the numeric type of the image view’s format and the Sampled Type operand of the OpTypeImage must match
                      This means we should make the sampled type be float for all pixel formats which are not explicitly integer. I now add...
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                      Affected Build(s)

                      Mainline 1653

                      Description of Issue

                      Everything was working fine until the latest update to YuZu. Now I get the two error messages on most of my games as per screenshots. Nothing changed to roms, some of them just now give this error. Some still work though.

                      Expected Behavior

                      Should just launch into game.

                      Reproduction Steps

                      I'm honestly not sure how you could reprod...
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                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu Android-166

                      Description of Issue

                      This game contains some graphical issues, probably due to a lack of 8Bit/16Bit support. This is what I discovered from checking the log files. Interestingly, I noticed that every time I selected a new Qualcomm driver to boot the game, the game would have less graphical bugs, but if you booted the game again with the same driver, the graphical ...
                      Avatar
                      These are fetched using GetThroughCast, where the cast is a BitCastU32F32. If the fetch finds that the value is an immediate, then it just returns the immediate - which is u32, not f32, but the op requires f32. Convert these to f32 before processing to avoid a shader validation error. Fixes #11875 Fixes #11906
                      Avatar
                      and now the nvidia computer can go to sleep once again
                      seethingnvidiot 8
                      Avatar
                      Build Notification BOT 12/22/2023 12:16 AM
                      Build #20231222.1 part of pipeline yuzu patreon stage1 failed.
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                      GoldenX86_64 12/22/2023 12:25 AM
                      And like that 540 NVIDIA drivers are fixed
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                      Affected Build(s)

                      Latest mainline

                      Description of Issue

                      After trying multiple settings, OpenGL is actually faster than Vulkan by far (tested in Link's Awakening, Skyward Sword HD, Super Mario Odyssey, Mario Kart 8 Deluxe). It surprises me since Vulkan is supposed to be faster and it's actually the case on my main computer. Is this normal or am I missing something ? I'm on Linux (Ubuntu 22.04),...
                      Avatar
                      AMD's new OGLP driver is no longer a complete insufferable joke, but still has its issues, so it's not always viable. This removes some of the AMD specific OpenGL workarounds that are no longer applicable, and has a few fixes.
                      💪 5
                      moonlacer 4
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      Hello sir I like to add features like EdiZone that can modify game saves, but if it doesn't work, it's okay

                      Why would this feature be useful?

                      Enhance gaming experience
                      Avatar
                      How would you feel about using vk_enum_string_helper.h from https://github.com/KhronosGroup/Vulkan-Utility-Libraries rather than keeping vulkan_wrapper in sync yourself? If you like the idea it would need to be added to externals I think
                      thonking 1
                      Avatar
                      Build Notification BOT 12/22/2023 4:41 PM
                      Build #20231222.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:42 PM
                      Build #20231222.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 12/22/2023 4:42 PM
                      Build #20231222.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      android-v168

                      Description of Issue

                      the game has a heavy shader compilation that crashes the game ingame with turnip, with qualcomm it doesn't crash but the rendering is completely broken. There are some shaders out there that the game struggles with. https://github.com/yuzu-emu/yuzu/assets/4172898/deb0ffc1-95dd-41b5-96a0-0baeb9388145

                      Expected Behavior

                      it shouldn't ...
                      Avatar
                      Blink preparing for the big Christmas gift
                      Avatar
                      lol big gift
                      7:37 PM
                      damn golden with with his overhyping
                      Avatar
                      chrismas deadline is stupid take time as much as you need
                      Avatar
                      Avatar
                      Blinkhawk
                      damn golden with with his overhyping
                      SleepingSnake 12/22/2023 8:16 PM
                      Embrace the hype
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                      Affected Build(s)

                      Android-168

                      Description of Issue

                      Performance of many games in Pixel 8 Pro is lower than Pixel 7 Pro.

                      Expected Behavior

                      There are various benchmarks that show that Pixel 8 CPU and GPU are much more powerful than Pixel 7 for native Android games. So, it is expected that Yuzu also will show same or higher performance in Pixel 8 compared to Pixel 7. But, the reality is that ...
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                      Affected Build(s)

                      Mainline 168

                      Description of Issue

                      Last update it was black screen now I can see the player but the image shutters !Screenshot_yuzu_2023-12-22-20-59-51-827

                      Expected Behavior

                      ![Screenshot_2023-12-22-21-22-26-538](https://github.com/yuzu-emu/yuzu/assets/82787177/e6f531c9-9937-46ae-bed7-3...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Early access 86d26914a

                      Description of Issue

                      Using Eschatos 0100D11013E6A000 with regular yuzu or yuzu early access on samsung s23 ultra, if phone is restarted and you launch yuzu early access when launching the game, iw orks fine with overlay pad or gamepad. If you close the game and run it again the buttons don't work. Even closing the app and opening it again buttons doesn't ...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      PR 11946 - Mainline 1659

                      Description of Issue

                      The Enable Gamemode option on Linux doesn't get saved. I can disable the option, but it gets enabled again if I restart yuzu. I tested this on a portable build to make sure, that I don't have any broken file or configuration.

                      Expected Behavior

                      The Option should be saved

                      Reproduction Steps

                      Open yuzu on linux, disable the `...
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                      Affected Build(s)

                      github 169

                      Description of Issue

                      Broken rendering mostly black flickering, sometimes other colors, with adreno drivers, all versions i tried have this. Its fixed on turnip drivers. https://github.com/yuzu-emu/yuzu/assets/38562081/fb08c4d7-e20b-42eb-a47b-282117c743bf

                      Expected Behavior

                      Normal looking graphics

                      Reproduction Steps

                      run the game

                      Log File

                      [yuzu_log...
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                      Affected Build(s)

                      Android 169

                      Description of Issue

                      This controller can be used in an xbox or nintendo layout. You can change this in software in the gamesir app and then reorder the physical buttons which are magnetically attached. I have mine set to Nintendo layout This worked well until recently, but now AXYB are swapped. This only happens when in-game, navigating Yuzu menu or other apps works...
                      Avatar
                      @ByLaws is the synchronisation between nvdec -> vic just implicit? Vic always waits on a syncpt from nvdec so vic is always synched to be behind nvdec, but nvdec never waits on vic, or any syncpt at all, and with only a limited number of output surfaces, nvdec can run too fast and write to the same memory twice before vic gets a chance to read it. How is that meant to be handled? Just purely implicitly based on engine speed? (edited)
                      Avatar
                      Perhaps this is a case of
                      12:45 PM
                      The output buffers different and thus yuzu's hack falling apart
                      Avatar
                      It's not hacky
                      12:46 PM
                      And they're not different
                      12:46 PM
                      The driver gives a ring buffer of outputs
                      12:47 PM
                      In a linear command stream, nvdec decodes ring buffer number of frames, then vic starts decoding 2, and then nvdec starts updating the first ones again
                      12:48 PM
                      But if you do them async then that falls down, as you said they're meant to be
                      12:48 PM
                      If the same processor handles both nvdec and vic then that doesn't happen, but if there's separate cdma processors for nvdec and vic and they run async, then nvdec has no way to slow down.
                      12:48 PM
                      And that's what you suggested to do
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                      Affected Build(s)

                      Mainline 1659

                      Description of Issue

                      This issue has been present for many months now but because there seems to be no bug report yet, here is one. When launching Splatoon 3 under Vulkan, the yuzu flatpak crashes spectacularly and resets the RX 6700 in the system (with its typical syndromes, like the entire desktop crashing and blank TTYs). Because [it currently seems that GPU ...
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                      Maide
                      The driver gives a ring buffer of outputs
                      Wdym?
                      2:50 PM
                      Hw wise
                      2:50 PM
                      Not yuzu wise
                      Avatar
                      Driver-wise
                      Avatar
                      I don't understand
                      Avatar
                      Or maybe the game decides it, I don't know how it's determined, but it's not Yuzu
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                      Luke if the game says Nvdec to image B Vic wait nvdec Vic image B Nvdec to image A Vic wait nvdec Vic image A
                      2:52 PM
                      This is fine
                      2:52 PM
                      But vic takes, say, 25ms, and nvdec takes 5ms
                      Avatar
                      Are we certain that's not happening here
                      Avatar
                      It doesn't wait per frame because that introduces stalling I imagine, it builds up a bunch of frames in nvdec first
                      Avatar
                      Right
                      Avatar
                      But then recycles the memory
                      2:53 PM
                      I'll print some for you, hold on
                      2:55 PM
                      Writing frame luma to 0x3E3B000 Writing frame luma to 0x4139000 Writing frame luma to 0x4437000 Writing frame luma to 0x4735000 Writing frame luma to 0x4A33000 Writing frame luma to 0x3E3B000 Writing frame luma to 0x4139000 Writing frame luma to 0x4437000 Writing frame luma to 0x4735000 Writing frame luma to 0x4A33000 Writing frame luma to 0x3E3B000 Writing frame luma to 0x4139000 Writing frame luma to 0x4437000 Writing frame luma to 0x4735000 Writing frame luma to 0x4A33000 Writing frame luma to 0x3E3B000
                      2:55 PM
                      So these are the calls to nvdec
                      2:55 PM
                      You can see it cycles
                      2:56 PM
                      And with vic introduced
                      2:56 PM
                      Writing frame luma to 0x3E3B000 Writing frame luma to 0x4139000 Writing frame luma to 0x4437000 Writing frame luma to 0x4735000 Writing frame luma to 0x4A33000 Reading frame from luma 0x3E3B000 Reading frame from luma 0x4139000 Writing frame luma to 0x3E3B000 Reading frame from luma 0x4437000 Writing frame luma to 0x4139000 Reading frame from luma 0x4735000 Writing frame luma to 0x4437000 Reading frame from luma 0x4A33000 Writing frame luma to 0x4735000 Reading frame from luma 0x3E3B000 Writing frame luma to 0x4A33000 Reading frame from luma 0x4139000 Writing frame luma to 0x3E3B000 Reading frame from luma 0x4437000 Writing frame luma to 0x4139000 Reading frame from luma 0x4735000 Writing frame luma to 0x4437000 Reading frame from luma 0x4A33000 Writing frame luma to 0x4735000 Reading frame from luma 0x3E3B000 Writing frame luma to 0x4A33000 Reading frame from luma 0x4139000 Writing frame luma to 0x3E3B000
                      2:56 PM
                      It does 1 cycle and then creates vic and starts processing them
                      2:57 PM
                      And then that memory gets overwritten
                      2:57 PM
                      Now, vic waits on nvdec to finish, but nvdec doesn't wait, or at least it has no calls to Control to wait on syncpoints
                      2:57 PM
                      The problem seems to come in where nvdec and lap vic
                      2:57 PM
                      And it writes to the same slot twice before vic reads it
                      2:58 PM
                      Which I'm experiencing in Pikmin's main menu.
                      Avatar
                      Avatar
                      Maide
                      Writing frame luma to 0x3E3B000 Writing frame luma to 0x4139000 Writing frame luma to 0x4437000 Writing frame luma to 0x4735000 Writing frame luma to 0x4A33000 Reading frame from luma 0x3E3B000 Reading frame from luma 0x4139000 Writing frame luma to 0x3E3B000 Reading frame from luma 0x4437000 Writing frame luma to 0x4139000 Reading frame from luma 0x4735000 Writing frame luma to 0x4437000 Reading frame from luma 0x4A33000 Writing frame luma to 0x4735000 Reading frame from luma 0x3E3B000 Writing frame luma to 0x4A33000 Reading frame from luma 0x4139000 Writing frame luma to 0x3E3B000 Reading frame from luma 0x4437000 Writing frame luma to 0x4139000 Reading frame from luma 0x4735000 Writing frame luma to 0x4437000 Reading frame from luma 0x4A33000 Writing frame luma to 0x4735000 Reading frame from luma 0x3E3B000 Writing frame luma to 0x4A33000 Reading frame from luma 0x4139000 Writing frame luma to 0x3E3B000
                      This seems fine though?
                      2:58 PM
                      Like there's a 1-1 mapping
                      Avatar
                      Yeah that list is fine
                      2:58 PM
                      And almost all games are fine
                      2:58 PM
                      But Pikmin isn't, it does something weird
                      3:01 PM
                      Writing frame luma to 0x429000 Writing frame luma to 0x727000 Writing frame luma to 0xA25000 Writing frame luma to 0xD23000 Writing frame luma to 0x1021000 Writing frame luma to 0x131F000 Writing frame luma to 0x161D000 Writing frame luma to 0x191B000 Writing frame luma to 0x1C19000 Writing frame luma to 0x1F17000 Reading frame from luma 0x429000 Writing frame luma to 0x2A29000 Reading frame from luma 0x727000 Reading frame from luma 0xA25000 Writing frame luma to 0x727000 Writing frame luma to 0xA25000 Reading frame from luma 0xD23000 Writing frame luma to 0xD23000 Reading frame from luma 0x1021000 Writing frame luma to 0xA25000 Reading frame from luma 0x131F000 Writing frame luma to 0x1021000 Reading frame from luma 0x161D000 Writing frame luma to 0x131F000 Reading frame from luma 0x191B000 Writing frame luma to 0x161D000 Reading frame from luma 0x1C19000 Writing frame luma to 0x191B000 Reading frame from luma 0x1F17000 Writing frame luma to 0x1C19000 Reading frame from luma 0x2A29000 Writing frame luma to 0x1F17000 Reading frame from luma 0x727000 Writing frame luma to 0x2A29000 Reading frame from luma 0xA25000 these get long, but look at 0xA25000 here for example
                      3:01 PM
                      write -> read -> write -> write -> read
                      3:02 PM
                      Which causes frame jumps
                      Avatar
                      What is the code for the reading frame from luma print?
                      Avatar
                      What do you mean?
                      3:02 PM
                      That's from VIC
                      3:03 PM
                      On Execute
                      3:03 PM
                      What var is it printing
                      Avatar
                      for (size_t i = 0; i < config.slot_structs.size(); i++) { auto& slot_config{config.slot_structs[i]}; if (!slot_config.config.slot_enable) { continue; } auto luma_offset{regs.surfaces[i][SurfaceIndex::Current].luma.Address()}; LOG_ERROR(HW_GPU, "Reading frame from luma 0x{:X}", luma_offset); auto frame = nvdec_processor.GetFrame(luma_offset);
                      Avatar
                      What is the source for slot enable?
                      Avatar
                      But this is an issue just because vic/nvdec are completely de-coupled, and nvdec for whatever reason has no syncpt waiting, which I don't know why. When the 2 engines are bundled together into a single cdma processor, then this can't happen because the command stream is singular, and the vic wait basically forces nvdec to wait also, and it makes it so that the command streams are more linear.
                      3:05 PM
                      It's just a register
                      3:05 PM
                      ConfigStruct config{}; memory_manager.ReadBlock(regs.config_struct_offset.Address(), &config, sizeof(ConfigStruct));
                      3:09 PM
                      The enable isn't wrong here, it's correct, but it is definitely possible that the config memory underneath is updating at the wrong time.
                      3:09 PM
                      Or actually no it's not, that depends on the vic syncpt, and vic is fine
                      3:09 PM
                      It's nvdec writing to the wrong place/too fast
                      3:09 PM
                      Vic is fine
                      3:10 PM
                      But I think it is possible that nvdec is getting the wrong address
                      3:11 PM
                      Because the address that gets the double write varies each load
                      3:11 PM
                      And the amount it doubles up also varies, and gidoly didn't have the frame jumping issue on another platform.
                      3:11 PM
                      It's definitely a timing-dependant thing
                      3:11 PM
                      But that's why I' mcurious how this is meant to work on hardware.
                      Avatar
                      Perhaps print all the method calls in nvdec/Vic that are unimplemented?
                      3:12 PM
                      Hardware wise they're async
                      3:12 PM
                      See the TRM
                      Avatar
                      Yes but in terms of command stream processing
                      3:12 PM
                      Because using a single command processor for both nvdec/vic and this doesn't happen
                      3:12 PM
                      But compeltely splitting their streams apparently can do
                      3:12 PM
                      For only some videos which i guess is games lacking their own proper sync for playing the video.
                      3:13 PM
                      Is there only 1 cdma on hardware?
                      Avatar
                      A Vic operation won't block nvdec operations from being develivered
                      Avatar
                      Yes I know execution doesn't, but I' masking about the command stream itself
                      3:15 PM
                      Can throwing 100 vic commands prevent nvdec from receiving its commands? (edited)
                      3:16 PM
                      Like
                      Avatar
                      Avatar
                      ByLaws
                      A Vic operation won't block nvdec operations from being develivered
                      Just cause Vic is doing something doesn't mean nvdec is blocked
                      3:16 PM
                      See the TRM though
                      3:16 PM
                      It details this well
                      Avatar
                      I don't think it does, what section?
                      Avatar
                      No clue, not looked at in like a year
                      3:17 PM
                      But it details all of host1x etc
                      Avatar
                      So if I add 100 vic commands to the stream, then I add 100 nvdec commands to the stream, you're saying both vic and nvdec will receive method 0 at the exact same time?
                      Avatar
                      No that's unrealistic
                      3:18 PM
                      The trm better details this though
                      3:18 PM
                      Just read that
                      Avatar
                      Well, roundabout the same time. What I mean is, it doesn't have to read through the other 100 vic commands before sending off the first nvdec command?
                      Avatar
                      Like it has proper block diagrams of everything
                      Avatar
                      I have read it, but I'm asking you cause I still don't know.
                      3:19 PM
                      From what I have understood, there is only a single THI, meaning there is only a single command stream, but you're saying the opposite to what I think the TRM says
                      Avatar
                      A piece of hardware that provides a programming interface to one or more classes. A channel contains a sequence of commands embodied in a command FIFO. This sequence of commands can also be thought of as a thread of execution and of a single context. There exists only one sequence of commands or context per channel. That is to say, there is no hardware-managed context switching within a single channel.
                      Avatar
                      Is it 1 channel for nvdec/1 channel for vic, or 1 channel total?
                      Avatar
                      Avatar
                      Maide
                      Is it 1 channel for nvdec/1 channel for vic, or 1 channel total?
                      1 per everything
                      3:23 PM
                      Hence the seperate channel nodes in /dev
                      3:23 PM
                      They refer to a different channel
                      Avatar
                      Avatar
                      ByLaws
                      Click to see attachment 🖼️
                      However***
                      3:23 PM
                      See this last note
                      Avatar
                      What's holding them?
                      Avatar
                      If Vic and nvdec were considered to be the same client
                      3:23 PM
                      Perhaps
                      Avatar
                      is it a single thing or is it many things?
                      Avatar
                      Wdym?
                      Avatar
                      I mean you cut off the left part that says what it's describing
                      3:24 PM
                      What's that the description for
                      Avatar
                      Command fifo
                      Avatar
                      Oh well that's just the structure, it says "the cdma" so there's only a single one?
                      3:25 PM
                      Which means engines are blocked on receiving work if others are receiving work (edited)
                      3:25 PM
                      It doesn't
                      3:25 PM
                      Oh
                      3:25 PM
                      I see why you are confused
                      3:27 PM
                      CDMA is not the command processor
                      3:27 PM
                      It performs no execution
                      3:27 PM
                      It just pumps the channel with commands
                      3:27 PM
                      But the channels queue up too
                      3:28 PM
                      The engines are a lower level
                      Avatar
                      What processes the commands? THI?
                      Avatar
                      Just read the trm tbh
                      3:28 PM
                      That's all I'm doing to tell you this
                      3:30 PM
                      Thi is past the command processor afaik
                      3:30 PM
                      Thi is just an extra layer of indirection
                      Avatar
                      This loop https://github.com/yuzu-emu/yuzu/blob/91290b9be4e99a9890c6545e327f600484e39914/src/video_core/renderer_vulkan/vk_texture_cache.cpp#L858-L871 enumerates all of the Maxwell-supported formats on the device to see which ones are view-compatible. Doing this will generally cause assertion failures on non-Nvidia devices because they don't support all the same formats. This should just be logged as an error instead.
                      4:09 PM
                      This isn't supported on the a6xx proprietary driver natively and is emulated by the validation layer. When not using the validation layer, this causes a crash with a debugging tool attached. (Not relevant for normal use)
                      Avatar

                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      To have the option in Yuzu when deleting game save data there should be a warning window pop up when you hit it. Like a box that pops up asking if you are sure you want to delete.

                      Why would this feature be useful?

                      It would be useful in preventing someone from accidentally hitting that option and it immediately deleting their save data. I did thsi myself last night ...
                      Avatar
                      @t895 ^ is this easy to add?
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-v169

                      Description of Issue

                      The game crashes in the final part of the first episode in which there is a chase inside the train and a button-press sequence. !Screenshot_20231223-110233 Save 0100149019460000.zip ...
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                      Pharynx
                      @t895 ^ is this easy to add?
                      It's already in the app
                      Avatar
                      💀 users
                      andydab 8
                      Avatar
                      This should fix the slowdowns in Pikmin 4. I have not yet been able to verify it.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Can we get an option to lock swiping screen? When you use 2 fingers (1 finger touching any button or screen and 1 touching on the analog) if the analog is too close from the left screen it will make the emu understand that you are swiping screen it really annoying https://github.com/yuzu-emu/yuzu/assets/154700588/5146e5e7-ec52-48ff-9198-3b1b3c6c66be ### Why would ...
                      Avatar
                      This simplifies and increases the robustness of client code, and solves another shutdown crash related to timing.
                      Avatar
                      Until we have the framework in place to have deferred object destruction, this needs to use an OS mutex instead. Should fix an extremely rare shutdown crash in EndWait.
                      Avatar
                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 12/23/2023 10:02 PM
                      Shutdown crashes getting picked off one by one realshit
                      🎉 1
                      Avatar
                      Don't worry, I always get the rarest shutdown crashes
                      2:28 AM
                      My mom said I was special, I guess that's what she meant
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android-170

                      Description of Issue

                      No More Heroes has a rendering issue. The game plays well but just black rendering. I have tried various drivers and configurations but no improvement on the rendering. https://github.com/yuzu-emu/yuzu/assets/72478312/97a0e189-b063-4af7-92fc-6f730940c247 ![Screenshot_20231224_073738_yuzu](https://github.com/yuzu-emu/yuzu/assets/72478312/8fa1...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-release 169

                      Description of Issue

                      Force Max GPU Clocks ✅ Disk Shader Cache ✅ Asynchronous Shaders ✅ NCE https://github.com/yuzu-emu/yuzu/assets/81875774/a9141dbf-b92e-418e-adf6-a918f52cfae6

                      Expected Behavior

                      Performance should stay steady atleast for those 3 minutes

                      Reproduction Steps

                      -Open Divinity 2 -Play Game for longer than 32 seconds ### Log F...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android 170

                      Description of Issue

                      I crash when Going to certain point. https://github.com/yuzu-emu/yuzu/assets/151449327/5c414973-9600-4191-8e2a-fda6a070c772

                      Expected Behavior

                      .

                      Reproduction Steps

                      Do not crash

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      CPU:snapdragon 865...
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                      Affected Build(s)

                      android-170

                      Description of Issue

                      Map flicker https://github.com/yuzu-emu/yuzu/assets/90145401/448f5852-09a1-4bbf-af29-a82c7b2a0f9f

                      Expected Behavior

                      . !Screenshot_2023-12-24-21-06-04-35_99c04817c0de5652397fc8b56c3b3817

                      Reproduction Steps

                      The gameplay process is visible ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      As all know key mapping option Wil make any unsupported controller to work and player configuration enable to play co op with friends. We can share screen on TV or any else's

                      Why would this feature be useful?

                      This will enchance gameplay experience
                      Avatar
                      This is a rework of Nvdec and VIC, primarily VIC, aiming to fix some videos which play out of order, like My Girlfriend Is A Mermaid, and also to speed up decoding where possible. Nvdec and VIC operate together, nvdec takes in some frame inputs, decodes the frame, and writes the resulting luma/chroma to memory at addresses given the registers. VIC then reads these surfaces, blends them together and performing other compositing features (scaling/rotation/colour conversion/etc), and then wri...
                      💝 17
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                      Affected Build(s)

                      mainline 1658

                      Description of Issue

                      Users in the discord are reporting that Red Dead Redemption 1 and Fire Emblem: Three Houses have stopped working on recent yuzu builds, when using AMD gpus. So far we've seen Polaris, RDNA1, and RDNA2 gpus affected. Both games appear to crash on startup. Levlight mentioned it to Golden_x86 a few days ago, this bug is just tracking that. ##...
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                      GitHub
                      Click to see attachment 🖼️
                      @Pharynx
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                      it's probably epicboy's thing
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                      that mainline seems to have only gpu commits from you
                      7:31 PM
                      that would break every gpu, not just AMD
                      7:31 PM
                      @GoldenX86_64 you were involved in that report, look at it
                      7:32 PM
                      (or you get charcoal tomorrow)
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                      GoldenX86_64 12/24/2023 8:03 PM
                      where the heck is my name there, this is for the december article
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                      @Maide oo you fixed the issue? What was it in the end
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                      Affected Build(s)

                      Latest version downloaded from yuzu github

                      Description of Issue

                      Very long loading time in single player mode, and graphical glitches after the game starts

                      Expected Behavior

                      Normal loading time, and clear graphics just like the game runs in story mode

                      Reproduction Steps

                      Start the game in single player mode

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-em...
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                      SleepingSnake 12/24/2023 10:52 PM
                      Merry Christmas everyone! 🎉
                      🎄 31
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                      Affected Build(s)

                      Mainline 1661

                      Description of Issue

                      Tears of the Kingdom has many glitches with every second triangle on the screen being rendered correctly and the other half either black or kind of broken: !Bildschirmfoto vom 2023-12-25 01-05-41

                      Expected Behavior

                      No broken triangles, sorry I don't k...
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                      Fixes #7397 Unlike basically every other operating system, Linux has a limit on how many distinct page table mappings you can create with mmap(). This doesn't appear to correspond to any real resource limiting need and the default value is set to 65530 on most systems. Typically, Switch games will query the amount of heap they have available, reserve all of it, and then suballocate from their OS-level reservation as they use up memory. This is already well-supported when using host-map...
                      prometheus 3
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                      Blinkhawk
                      that mainline seems to have only gpu commits from you
                      yeah, it was from me, it's the clip distances pull
                      4:50 AM
                      I'll try to fix tomorrow
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                      Another hot potatoe that I don't keep 😎
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                      the driver is saying it has support for 0 clip distances, somehow
                      5:08 AM
                      which is definitely wrong
                      5:09 AM
                      because vulkan.gpuinfo says it has 8
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                      Blacklist it
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                      no, I want to figure out the bug
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                      Maybe some feature had not been activated
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                      Affected Build(s)

                      Mainline 1660

                      Description of Issue

                      Yesterday I tried to coop play with my buddy, but spent all day for zero result (my buddy couldn't connect to my room from his yuzu, and I couldn't connect to him when he hosted a room). I tried many things... and decided to write this ticket after finally trying to test yuzu room hosting feature with this code: ` TcpClient tcpc =...
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                      Affected Build(s)

                      Android-171

                      Description of Issue

                      The game crashes after character selection. It boots up normally, renders properly but after a character is selected, fps drops to zero and screen goes black with audio playing in the background. https://github.com/yuzu-emu/yuzu/assets/74770753/9a4daeb6-c0a3-425f-9173-58295c90455f

                      Expected Behavior

                      Game is supposed to progress to story...
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                      Affected Build(s)

                      android-171

                      Description of Issue

                      Fairy Fencer F Advent Dark Force boots on JIT even if NCE is set in the Settings both EA and Github build. It also has frequent crashes in boot. I uploaded two logs for crashing and no crash boot. I also remember playing the game on an early NCE build shared on Discord and was working properly and uses NCE.

                      Expected Behavior

                      Expected to use N...
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                      See citra-emu/citra#7146 for more details. Original description: Most of the time when an assert fails, Citra crashes without flushing the contents of the log file, leaving us with an incomplete log without the reason for assert.
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                      See citra-emu/citra#7239 for more details. Original description: Small commits here and there that dont deserve their own PR
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                      Affected Build(s)

                      Android 171

                      Description of Issue

                      It just crash without starting. https://github.com/yuzu-emu/yuzu/assets/151449327/2221f690-2a81-459b-995e-90fb0c2557cc

                      Expected Behavior

                      Does not crash

                      Reproduction Steps

                      It happens from when yuzu crashed android UI when running the legend of zelda breath of wild. All other game are working fine

                      Log File

                      [yuzu_log.txt.old.t...
                      1:32 PM

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                      Affected Build(s)

                      Android 171

                      Description of Issue

                      It just crash without starting.

                      Expected Behavior

                      Does not crash https://github.com/yuzu-emu/yuzu/assets/151449327/3fef7030-c235-4972-a877-2d65b25de93a

                      Reproduction Steps

                      It happens from when yuzu crashed android UI when running the legend of zelda breath of wild. All other

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com...
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                      another duplicate of the same issue
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                      @Maide
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                      Affected Build(s)

                      Early Access 4034

                      Description of Issue

                      Game intro video exhibits slowdown as screenshotted in this picture !image

                      Expected Behavior

                      Silky smooth 30FPS video playback in the intro

                      Reproduction Steps

                      Open the game and let the intro video run. The framerate will vary and typically ...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      This isn't as much of a feature request, in terms of the public build, as it is a request for information regarding how the memory system works for the Switch. In a nutshell I'm asking how to alter the code so that a compiled build will recognize a memory allocation beyond 8 GiB. I asked about this a while ago and received a helpful answer about the standard memory mod...
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                      Affected Build(s)

                      Github 172

                      Description of Issue

                      Screen bug, only half got rendered and weird color !Screenshot_20231226-145221_yuzu

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      yuzu_log.txt

                      System Configuration

                      ...
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                      Affected Build(s)

                      Build 172

                      Description of Issue

                      When you enter the inventory in the game, the phone reboots with a sudden crash, sometimes after 1 second, sometimes after 5-10 minutes. Although extremely rare, I experienced a few sudden crashes in the open world.

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/13771...
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                      For compressed textures info.pitch is the amount of bytes between one row of compressed blocks to another. Previously it was always divided by the block size, which results in the number of blocks per row, which works okay for uncompressed formats that have 1x1 blocks but breaks for compressed ones. To achieve the result Vulkan expects, which is the number of texels per row (with possible padding) we multiply with block_width first before dividing because: buffer_row_length = pitch / (bloc...
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                      Build Notification BOT 12/26/2023 4:47 PM
                      Build #20231226.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:47 PM
                      Build #20231226.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:47 PM
                      Build #20231226.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:49 PM
                      Build #20231226.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:49 PM
                      Build #20231226.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:49 PM
                      Build #20231226.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      🛑 8
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                      Affected Build(s)

                      Android Horn of the Sea 2 and Torch Light 3

                      Description of Issue

                      Horn of the Sea 2 may get stuck when using the nce mode on a certain screen, but using the jit mode will take a few minutes for the screen to appear!! Is the issue with the use of nce mode in Torch Light 3 the same as in Sea Horn 2? It will also get stuck in a certain screen, and the frame rate will become 0 frames ...
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                      Affected Build(s)

                      android-v171

                      Description of Issue

                      The game has problems with some textures that do not load or are not visible, for example background, lights, shadows, etc. but in adreno 6xx the problem is more severe than in a7xx !Screenshot_20231225-130705 ![Screenshot_20231225-115826_yuzu_Debug_Release...
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                      Affected Build(s)

                      Build 172

                      Description of Issue

                      The game has a shortcut menu that can be opened with the alt d'pad key.When I try to open it, it directly kicks me out of the game. https://github.com/yuzu-emu/yuzu/assets/154740348/45115840-709c-414e-9b64-e62988b0fc56

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/fi...
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                      Affected Build(s)

                      Android-172

                      Description of Issue

                      Not possible to play the game on android release 172

                      Expected Behavior

                      It is possible to get in-game on 171

                      Reproduction Steps

                      https://github.com/yuzu-emu/yuzu/assets/43626415/57b28f92-9320-47e4-906d-2a1b10070564

                      Log File

                      Hyrule warriors crash.txt ...
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                      Affected Build(s)

                      Yuzu 1663

                      Description of Issue

                      When I pause the emulation, I can see in the Windows 10 Task Manager that Yuzu is still using the RAM

                      Expected Behavior

                      It should release the RAM

                      Reproduction Steps

                      Launch a game and pause emulation

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU: I7 11800H GPU/...
                      11:36 PM

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                      Affected Build(s)

                      1663

                      Description of Issue

                      As the title says, if you delete the yuzu Desktop shortcut, it will create a new one right after you open the program.

                      Expected Behavior

                      The icon should stay deleted or at least have some option which allows the user to decide if they want a desktop icon or not.

                      Reproduction Steps

                      • Delete the desktop icon
                      • Open yuzu

                      Log File

                      [yuzu_log...
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                      Makes it so that the yuzu-emu/yuzu repo will generate RelWithDebInfo builds and yuzu-emu/yuzu-android will generate Release builds. Allows you to install builds from PRs alongside release builds.
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                      Fixes #12462 Fixes #12483 Fixes #7390 RDR has a shader which has clip distance stores indicated in the omap, but only uses indexed stores to clip distances, causing us to declare a clip distance array of size zero. This was regressed by #12403 and is illegal SPIR-V, which causes some drivers to crash on compilation. Instead, we should create an array of as many clip distances as the driver will support, up to a maximum of 8. On Mali the number of clip distances is 0, on all other drivers...
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                      Affected Build(s)

                      Mainline and d333b5e3b

                      Description of Issue

                      The eye textures should look normal but instead are black. !Screenshot_20231127-223629

                      Expected Behavior

                      For the eyes to be rendered correctly.

                      Reproduction Steps

                      simply start the game and most characters with 2D eyes have this issue....
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                      GoldenX86_64 12/27/2023 3:33 AM
                      This game has an unique bug for each vendor
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                      Affected Build(s)

                      android-v173

                      Description of Issue

                      The game crashes on loading screen with turnip driver. with qualcomm driver it does start but there are graphic problems such as an invasive fog on the ground in some parts !Screenshot_20231226-223900_yuzu

                      Expected Behavior

                      the game should work ###...
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                      Affected Build(s)

                      android-v173

                      Description of Issue

                      The game has a flickering screen problem with NCE and it is a shame since the game runs at a stable 60fps Log spam Failed to find storage buffer for cbuf index 0 https://github.com/yuzu-emu/yuzu/assets/4172898/db83658f-ff91-4362-b302-409e25e56767

                      Expected Behavior

                      the screen should not flicker

                      Reproduction Steps

                      Just play nor...
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                      seizure video
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                      Affected Build(s)

                      Android 173

                      Description of Issue

                      It look like it freeze for one second than move then freeze for one second then freeze this happens regularly Uploading Screen_Recording_20231227_180426_yuzu_1.mp4…

                      Expected Behavior

                      Does not freeze

                      Reproduction Steps

                      Go to wild area in pokemon sword

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/...
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                      Affected Build(s)

                      Android 173

                      Description of Issue

                      Input delay of 1.25 s Uploading Screen_Recording_20231227_190939_yuzu.mp4…

                      Expected Behavior

                      It should take less than 1s

                      Reproduction Steps

                      Click on x button

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU:865 GPU/Driver:Mesa Turnip driver v24.0.0 - Rev...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      it is missing part of the simplified translation !Screenshot_20231227-232721_yuzu !Screenshot_20231227-232659_yuzu

                      Why would this feature be useful?

                      it is missing part of the simplified tr...
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                      Affected Build(s)

                      android-v173

                      Description of Issue

                      The game need to reload the save several times to fix texture loaded, This usually happens when loading a new area or after a flashback or cutscene !Screenshot_20231227-095303_yuzu after loading a save multiple times ![Screenshot_20231227-095522](htt...
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                      Affected Build(s)

                      android-173

                      Description of Issue

                      The game boots fine, im able to select modes and characters but the problem starts when trying to load a course. after choosing a course, loading screens appears, the fps drops to 0 freezes and crashes. I don't know if this is caused by not having enough ram or if its a gpu/cpu problem.

                      Expected Behavior

                      game should not crash and course shoul...
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                      Affected Build(s)

                      All existing android builds

                      Description of Issue

                      Xenoblade chronicles 2 keeps randomly softlocking after couple mins of playtime...i hear music/i see the loading screen moving but the game do not progress

                      Expected Behavior

                      Well.. it's supposed to not softlock everytime

                      Reproduction Steps

                      I think my explanation is enough cause it's the game in general

                      Log File

                      [y...
                      7:01 PM

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                      Affected Build(s)

                      Android-v173

                      Description of Issue

                      there's a visual bug affecting the game display like red/blue glow when entering town or an encounter. This usually happens when using accuracy level: normal !Screenshot_20231228_005542_yuzu ![Screenshot_20231228_004413_yuzu](https://github.com/yuzu-emu/...
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                      This is a complete rework of the time services, which aims to make our time code more accurate to the sysmodule, and fix the issue with time not passing while games are shut down. While this does fix almost all games I've tried, and makes games like Pokemon Quest actually playable now, Pokejobs in Sword/Shield still do not work and I don't know why. Due to how long it takes to test from starting a new game to unlocking them, and not much in the way of RE of the game, I stalled on fixing it...
                      👀 8
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                      Affected Build(s)

                      Mainline 1664

                      Description of Issue

                      A user on discord is getting a crash while trying to load a cheat file: INVALID_POINTER_WRITE_STRING_DEREFERENCE_c0000005_ucrtbase.dll!memcpy_repmovs # Child-SP RetAddr Call Site 00 000000d1146f74a8 00007ff8667f30ce ntdll!NtWaitForSingleObject+0x14 01 000000d1146f74b0 00007ff61169d1e5 KERNEL...
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                      ^ works on linux
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                      Narr the Reg 12/28/2023 5:26 AM
                      why are cheats so delicate XD
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                      it's not a cheat problem
                      5:27 AM
                      I figured out what it is
                      5:28 AM
                      5:28 AM
                      the ips parser is not careful
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                      Narr the Reg 12/28/2023 5:28 AM
                      I know the issue is on the parser. But stuff like this shouldn't happen
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                      and overwrites arbitrary memory if read_offset is larger than the file size
                      5:28 AM
                      cheat file is fine
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                      Q not added to the original code_ The OBJET macro caused the translation to be unrecognized, and the original code has been modified.
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                      Affected Build(s)

                      4037 (2023-12-27)

                      Description of Issue

                      Hi all. I reinstalled the system on windows 11. I launched yuzu, a game for example Mario + Rabbids Kingdom Battle, it supports almost all languages, both Chinese and Russian. In the Emulator I select the Russian language for example, the language in the game does not change. I choose Chinese, it doesn’t change either. If you choose the l...
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                      Fix the issue of UI interface internationalization translation, the original code did not add Q_ OBJET macro, resulting in some strings not being translated.
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                      Affected Build(s)

                      Android 173

                      Description of Issue

                      Hello, in Yooka Laylee and the Impossible Lair, the screen turns black in places where water is displayed and stays that way even if you walk away from the water and it is no longer on the screen. !Screenshot_20231228-100343 Savefile: [Yooka-Laylee and...
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                      Affected Build(s)

                      174

                      Description of Issue

                      Dragon Ball Z Kakarot now supports NCE without root the problem is that every minute or so the FPS goes to 0 for 5 seconds and then recovers and after a while it happens again. Here are the exact minutes in a video where this problem happens: https://youtu.be/50ZMKSBJaa4?t=271 https://youtu.be/50ZMKSBJaa4?t=336 https://youtu.be/50ZMKSBJaa4?t=397 ...
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                      Affected Build(s)

                      Yuzu NCE 174

                      Description of Issue

                      Even using any turnip driver (that successfully boot the game) glitch will happen. But I notice that if you restart/load a save file after you exit emulation, glitch gone and it will comeback again later. I notice that this also happen on almost UE4 games. ![Screenshot_2023-12-28-23-46-09-31_ff30e97793d7c52fedd433a73d8d09b9](https://github.com/yu...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      The ability to set a RAM Disk for games with heavy textures like Metroid Prime Remastered to prevent the doors slowing down the game while they open. You guys are the pros, but I'm wondering what your thoughts have been on such a feature since you must have thought of it already.

                      Why would this feature be useful?

                      I think it's possible to resolve games slowing dow...
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                      Affected Build(s)

                      Mainline

                      Description of Issue

                      I am playing FE Engage, and the game mostly runs fine. But upon clearing Chapter 3, the game crashes and doesn't save. Not only that, but the crash causes the emulator to close. I have tried clearing Pipeline Cache, but it doesn't work

                      Expected Behavior

                      I should be able to clear chapter 3 and save. But I can't. The game doesn't even save, so I c...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      The capacity to disable auto library refresh, making it manual only.

                      Why would this feature be useful?

                      I'm using OneDrive as a backup for my library. Whenever Yuzu starts, the library gets updated automatically, requesting OneDrive to download every single game in my game list. Disabling the auto update would stop this behavior, in turn allowing for only games curre...
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                      Affected Build(s)

                      android mainline 174

                      Description of Issue

                      It Takes Two turn black screen and 0 fps when select local network play on the main menu

                      Expected Behavior

                      go to pairing page

                      Reproduction Steps

                      open It Takes Two, and select local network play on the main menu

                      Log File

                      yuzu_log.txt ### System Configurat...
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                      GitHub
                      Click to see attachment 🖼️
                      Another one for the report … just in time 🥁
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                      Affected Build(s)

                      latest EA build/GitHub build

                      Description of Issue

                      while liam pushed a fix for unreal engine games...they do work for many users but jump force no matter what i do : -base or updated to v1.0.8 / provided save or without a save / turnip (r3, r4, r8, r11, r12) / normal or high accuracy...i tried all possibilities even the map_count method (through app or rootshell) the game passed ...
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                      Affected Build(s)

                      Yuzu Android 175

                      Description of Issue

                      the game has graphical bugs !Screenshot_20231229-092029 !Screenshot_20231229-091941

                      Expected Behavior

                      with correct textures

                      Reproduction Steps

                      http...
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                      Affected Build(s)

                      yuzu android-175

                      Description of Issue

                      I have encountered a bug using Yuzu 174 in THPS 1+2 v.1.0.3. Whilst playing THPS 1, using both Turnip driver r12 and r13, the first two levels play magnificently and I have completed them both on yuzu. However, when playing level 3, 'Mall', the game usually freezes due to a GPU hang during the loading of the level. The music will continue unti...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      Some games like Animal Crossing uses the Global User Folder (0000000000000000) to save their data in them, you can import save data in per-game settings but this import setting just puts the save file in the wrong way (your user folder that its not 00000... UID) and the game doesn't read save files from your user folder, You know that you can use your PC to move t...
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                      You can now change theme and input overlay settings directly in the config.ini file.

                      Theme settings

                      !image

                      Overlay settings (it keeps going)

                      !image Additionally exposes a toggle for the touchscreen in Overlay options and updates to Kotlin 1.9.20 (needed for getting entries on an enum class) Not...
                      9:56 PM

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                      Affected Build(s)

                      12178c694ab20898c2d007e0efb30a28d1aee100

                      Description of Issue

                      Local high scores don't save and therefore don't override the default scores shown on the given table's LED display.

                      Expected Behavior

                      Local scores should save and appear on the given table's LED display. Note that leaderboard scores don't save either, but that issue is due to lack of online connectivity and is u...
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                      Had a couple requests for these tweaks
                      • Hide fastmem toggle when CPU Debugging is disabled
                      • Expose anisotropic filtering setting
                      • Center switch setting title when no description is present
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                      On compliant Wayland compositors windows are matched to their .desktop files by comparing the appId window property to the name of the .desktop file without the .deskop extension. Qt5/6 by default set this property to the basename of the binary (IE yuzu) which does not match the expected value org.yuzu_emu.yuzu. We can fix this and fix window associations on compliant compositors (like Plasma) by using the setDesktopFileName() function which will set the appId window property. This i...
                      11:44 PM

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                      Affected Build(s)

                      Early access 4037

                      Description of Issue

                      Fog flickers in game https://github.com/yuzu-emu/yuzu/assets/1668416/9591a937-148d-4789-a370-7ad770c14f83

                      Expected Behavior

                      Fog not flickering in game ( see switch refrence video ) https://github.com/yuzu-emu/yuzu/assets/1668416/86e05c0c-9381-466b-8bce-fe9c4b4ece23

                      Reproduction Steps

                      Move into places like the Tenite...
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                      Affected Build(s)

                      Individuals test EarlyAccess 4034 to the latest version, and may appear in earlier versions, but this problem does not exist in EA 4023

                      Description of Issue

                      After running Bayonetta 3, the video memory usage stepped up and crashed unexpectedly when the VRAM usage was about to increase to 80%.

                      Expected Behavior

                      Bayonetta 3 works normally

                      Reproduction Steps

                      At 2X resoluti...
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                      Affected Build(s)

                      Mainline 1666

                      Description of Issue

                      While using 2 controllers (two Nintendo Switch Pro Controllers with an 8bitdo wireless adapter 2 for each controller), certain minigames make the controllers disconnect. The affected miigames are Crazy Cutters, Rapid River Race and River Raiders (I haven't unlocked all minigames as of now, not many left to unlock though). This issue is very mu...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Is it really impossible to implement FSR 3.0?

                      Why would this feature be useful?

                      The performance increase is impressive, exponential, more than double the FPS with no or very little loss of quality, it is available for almost all graphics.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I hope u guys will improve performance in fifa games for low end phone it keep crashing in the lobby pleaseee fix it

                      Why would this feature be useful?

                      Very useful for low end phone
                      Avatar
                      This PR prints the errors reported by SDL's SDL_GetError in yuzu-cmd in some places where it previously didn't.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      It is possible to implement it to Android TV?? Thank you!

                      Why would this feature be useful?

                      Because Google TV would allow to play on a bigger screen then a mibile.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Make resolution 0.25x

                      Why would this feature be useful?

                      To be better performance
                      Avatar
                      are these fixed?
                      octolingSip 5
                      Avatar
                      Narr the Reg 12/30/2023 5:45 PM
                      I doubt. I don't have any of these to confirm
                      Avatar
                      should reopen if they're not fixed
                      Avatar
                      Narr the Reg 12/30/2023 5:47 PM
                      I dropped a comment on one an hour ago
                      5:47 PM
                      I will wait for him to reply if not I will reopen
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android-176

                      Description of Issue

                      The game drops to 0fps after the gearbox logo movie. Messing around with settings showed no change in results. https://github.com/yuzu-emu/yuzu/assets/56694255/8242d7df-f4ab-4049-9ea9-3c564fb594f3

                      Expected Behavior

                      The game should load into the main menu.

                      Reproduction Steps

                      Open the game

                      Log File

                      [yuzu_log.txt](https://gith...
                      Avatar
                      Build Notification BOT 12/30/2023 7:59 PM
                      Build #20231230.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:00 PM
                      Build #20231230.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:00 PM
                      Build #20231230.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:01 PM
                      Build #20231230.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:06 PM
                      Build #20231230.7 part of pipeline yuzu patreon stage1 failed.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Currently, the static build of SDL built into the yuzu-cmd does not gets built with wayland support: https://dev.azure.com/yuzu-emu/yuzu/_build/results?buildId=25437&view=logs&j=b457fee1-24b5-5b05-276f-95f55538c81f&t=8274a14c-2774-5fa1-24fc-2bf7929518a4&l=706 This seems to be due to missing libraries in the build environment ([this logline](https://dev.azure.com/yuzu-e...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Doesn't effect 1651 but effects builds after it (not sure when it started)

                      Description of Issue

                      Around December 15th I set up Metroid Prime Remastered on my Steam Deck and managed to get it to run basically flawless other than some minor door opening hitches. I went back to December 24th (a few mainline updates later), and it still ran just as well except when I shot at a wall or ...
                      Avatar
                      did all that work but couldn't find which build it started in?
                      Avatar
                      wrong template used
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1667 EA 4040

                      Description of Issue

                      !image The global map doesn't display properly. Area maps work fine

                      Expected Behavior

                      It looks fine just like on vulkan !image

                      Reproduction Steps

                      ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1667

                      Description of Issue

                      while playing ull just have a bunch of graphicals problems

                      Expected Behavior

                      !Media Player 12_31_2023 3_21_40 AM

                      Reproduction Steps

                      the whole game has the problem

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/13800022/yuzu_log.txt...
                      Avatar
                      Instead of forcing a specific shared memory handle when initializing controllers this change allows to initialize controllers in the correct place of ResourceManager. Now each controller will grab the handle directly from AppletResource. This allows us to change the shared memory handle on the fly without restarting or having duplicates of the controller interfaces. I couldn't keep the stubbed function anymore so I had to create the remaining objects.
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      github 177

                      Description of Issue

                      Games crashing on creating new character !disgaea

                      Expected Behavior

                      Not crashing

                      Reproduction Steps

                      Try create new characters

                      Log File

                      Disgaea.txt

                      System Configuration

                      CP...
                      7:55 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      github 177

                      Description of Issue

                      Game randomly freeze on first loading or in change equipment menu but fixable by doing same thing on video https://github.com/yuzu-emu/yuzu/assets/38562081/6832f6fb-9f36-4f45-a7f5-306651dae5b3 !akiba

                      Expected Behavior

                      Not freeze ### Reproduction S...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      github 177

                      Description of Issue

                      Broken ingame sound https://github.com/yuzu-emu/yuzu/assets/38562081/ed826039-8ae5-4d7b-b3bc-8b3993b56eb4

                      Expected Behavior

                      Normal sounding

                      Reproduction Steps

                      Run game

                      Log File

                      sword.txt

                      System Configuration

                      CPU:sd865 GPU/Driver:Adreno 650/Mesa Turnip R14 ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1667/Dev Build HEAD-9d2aeba

                      Description of Issue

                      Play the game normally, but encountered some FPS dropping. Saved the game the return back to the title screen without any problem, close the yuzu. Next day, open the Pikmin4, after loading the save, the black screen lasts a couple of minutes, then FPS drop 0, no loading bar or anything. It just stopped there. Tried to ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Improve Performance of Dragon Ball Fighter Z and fix random crash in that game please

                      Why would this feature be useful?

                      Just improve 1 game to be better cause a 6gb ram game how can it be slower than 16hb ram game
                      Avatar
                      Adds an option under Debug to log messages synchronously, this is intended to be useful for cases where Yuzu crashes and cuts off the log. It has a performance penalty so it's disabled by default. Changes the log filter to use _ as the separator instead of . to match the code. Also add a hint on the log filter, as I always forget how to use it after a while.
                      Avatar
                      This set of fixes, fix the performance slowdowns in Super Mario Odessy in Android while videos are playing. !image
                      Avatar
                      SleepingSnake 12/31/2023 11:02 PM
                      Happy new year all 🎉
                      Avatar
                      GitHub BOT 1/1/2024 6:45 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1668

                      Description of Issue

                      Picture provided for self explanatory. It shows green dotted artifact resembling a line on transparency object. It also shows up on light sources such as lamp. It will only appear green when you are near those object sources and black while far away. OpenGL counterpart no longer resembles a line but more random artifact. Vulkan: ![DPR Vulkan...
                      Avatar
                      it is amazing that we got first issue of it after all those month despite being pokemon game
                      Avatar
                      is it an amd only issue?
                      Avatar
                      not sure
                      6:48 AM
                      i could check later
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      177-178

                      Description of Issue

                      I have always played with my Samsung Galaxy S23 Plus with Samsung Dex on my TV with no problems at full screen and full speed. The problem is that now you see a black strip at the top of the screen, so the game does not look full screen and also when connecting Samsung Dex the fps drops by 30 fps (something that happened to me before and also does not ...
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                      GitHub BOT 1/1/2024 1:07 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Last one 178

                      Description of Issue

                      When I start playing dragon ball fiterz crashes

                      Expected Behavior

                      !Screenshot_20240101-123300 When I enter story or arcade

                      Reproduction Steps

                      .

                      Log File

                      When I share the log the bot said no game booted

                      System Configuration

                      CPU: Googl...
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                      GitHub BOT 1/1/2024 7:06 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu android 178

                      Description of Issue

                      DPAD position will not save when Editing Overlay and pressing Done. Can reproduce bug on Samsung s23 ultra and Note 20.

                      Expected Behavior

                      Expect overlay button positions to save globally, but preferably per game, after closing game and reopening.

                      Reproduction Steps

                      Edit Overlay, hit Done, overlay does not save

                      Log File

                      Very...
                      Avatar
                      Build Notification BOT 1/1/2024 8:01 PM
                      Build #20240101.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:01 PM
                      Build #20240101.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:01 PM
                      Build #20240101.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 1/1/2024 8:03 PM
                      Build #20240101.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:03 PM
                      Build #20240101.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:04 PM
                      Build #20240101.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:04 PM
                      Build #20240101.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      GitHub BOT 1/1/2024 9:37 PM
                      This implements a major chunk of what npad really looks like from project leviathan. This PR introduces the concepts of NpadResource and NpadData. NpadResource servers as an interface for most AbstractedPad objects which aren't implemented at the moment. NpadData holds the config set by the game which change the behavior of the controller. With this PR we start using the aruid argument from the HID interfaces. Allowing us to keep the NPad state functional under all circumstances.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1669

                      Description of Issue

                      UI bug in the "Direct Connect" window. The previous UI state is saved upon a successful connection but after restarting Yuzu and attempting to use that previously saved state will result in a failed connection. Basically, the information in all the textboxes is getting saved and loaded properly but the internal state does not reflect what the UI is sho...
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                      urghh
                      Avatar
                      Build Notification BOT 1/2/2024 3:45 PM
                      Build #20240102.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:46 PM
                      Build #20240102.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:59 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-179

                      Description of Issue

                      The driver set in the Global settings always changes to the driver that is set to the last game played. For example: In the Global Settings, Turnip R14 is set. If I play a game set to Qualcomm driver in specific settings, then either quit Yuzu or Exit Emulation, Global settings will change to Qualcomm driver.

                      Expected Behavior

                      The driver ...
                      Avatar
                      GitHub BOT 1/2/2024 4:20 PM
                      We load the port from settings. But when connecting to the room we used the default port if it wasn't modified. This resulted in a mismatch on what is displayed on the UI and what is actually doing. closes #12550
                      Avatar
                      GitHub BOT 1/2/2024 7:43 PM
                      • Linux settings were not saved or loaded in config file. Fix for https://github.com/yuzu-emu/yuzu/issues/12444
                      • Add per-game gamemode option :
                        • Create a new Linux configuration tab, because General tab is not present per-game
                        • Add settings of Linux category in the tab
                        • Show the tab in per-game configuration, on Linux only
                      Avatar
                      Build Notification BOT 1/2/2024 8:09 PM
                      Build #20240102.2 part of pipeline yuzu patreon stage2 failed.
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                      GitHub BOT 1/2/2024 8:10 PM
                      This removes the need to manually specify the IPC output sizes, which has been a common source of IPC errors. Definitely needs a lot of testing, because I'm not confident it works in all cases.
                      Avatar
                      GitHub BOT 1/2/2024 9:17 PM
                      KThread::RequestTerminate may run from a thread which is not the CurrentCore, or a core thread. As masking out only makes sense to avoid an interrupt to the "currently executing" core if this were a real machine, remove this masking.
                      Avatar
                      Disables compression for user data and save exports Testing with firmware and an update installed saw user data export time decrease from 3 minutes to 1
                      👍 2
                      Avatar
                      What's the filesize difference between the two with this?
                      Avatar
                      Avatar
                      Moonlacer
                      What's the filesize difference between the two with this?
                      In the test case I mentioned, it was 3.98GBs compressed and 3.99GBs uncompressed
                      11:02 PM
                      But ymmv
                      Avatar
                      ncas are encrypted and can't really be compressed
                      11:04 PM
                      (in that encrypted form)
                      Avatar
                      Yeah, I figured it wouldn't be much different
                      Avatar
                      This adds support for the Performance and Battery Saver modes in the Game Dashboard mostly found on Google Pixel devices.
                      Avatar
                      GitHub BOT 1/3/2024 1:46 AM
                      This adds support for the Performance and Battery Saver modes in the Game Dashboard mostly found on Google Pixel devices. This does not yet define the specifics for the performance modes but does provide the initial basic support
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                      GitHub BOT 1/3/2024 2:43 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 178

                      Description of Issue

                      The game seemed to get worse progressively and crashed at some point so I was trying to see if I can produce a log to find out the problem. But when the game crashes and I got to log's folder manually through file manager(tried 2) there's no log produced. I tried with other game to make sure but they produce log. I have CPU debug on, it's the same...
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                      GitHub BOT 1/3/2024 4:26 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Skyline gives you the option of pressing the L3 and R3 buttons, either by tapping on the individual buttons (which Yuzu Android also has) OR by double tapping in the two sticks itself, which one may prefer.

                      Why would this feature be useful?

                      This is a more intuitive way of pressing the L3 and R3 buttons on touch controls.
                      Avatar
                      GitHub BOT 1/3/2024 6:24 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android v179

                      Description of Issue

                      the game has a graphical bug with all the new versions of turnip, the game looks dark !Screenshot_20240102-230857_yuzu !Screenshot_20240102-230918_yuzu However, there...
                      Avatar
                      GitHub BOT 1/3/2024 1:26 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1627 and newer versions.

                      Description of Issue

                      I have my games in a folder named "Nintendo Switch"-Spiele. This works until i restart yuzu; after that, the "-symbols are removed from the path. After testing various AppImage-versions of yuzu, mainline 1626 seems to be the last version in which it works. In mainline 1627 those are replaced with a \, somewhere from m...
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                      GitHub BOT 1/3/2024 3:41 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1670

                      Description of Issue

                      The game-shortcuts (for desktop and app-menu) made by the AppImage-version of yuzu do not work. 1. The paths in the .desktop-files contain a temporary mount-path like /tmp/.mount_Yuzu.AEcGqen/usr/./bin/yuzu, instead of the path to the AppImage. This will work until yuzu is closed once. 2. When trying to open a game that has a "-symbo...
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                      GitHub BOT 1/3/2024 4:43 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      20240103

                      Description of Issue

                      !QQ图片20240104003425 Hello, the problem is this I want to use yuzu to open a dedicated server under Windows system. I refer to the link - https://yuzu-emu.org/help/feature/multiplayer/ There were some problems at first(especially the script,i think the content h...
                      Avatar
                      Shifts automation responsibility from yuzu-emu/yuzu to yuzu-emu/yuzu-android and allows for triggering builds from the yuzu-emu/yuzu-android repo. Additionally links to the merged PR in the related commit !image And prevents linking to an unrelated PR in the tag commit (Ex. "Android #180" linking to PR 180)
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Is it possible to do a native code execution build for Windows?

                      Why would this feature be useful?

                      It would probably allow native playback on Intel processors also.
                      kek 12
                      k_ 1
                      Avatar
                      i will kill you if you start talking about windows on arm
                      Avatar
                      Avatar
                      flTobi
                      i will kill you if you start talking about windows on arm
                      Why...?
                      10:30 PM
                      Shouldn't NCE be available in Qt builds as long as it's a supported arm64 cpu?
                      Avatar
                      windows on arm is non viable for a different reason
                      10:30 PM
                      no vulkan
                      Avatar
                      Fixes a compiler error where the compiler could not see the definition of the method in qt_config and others.
                      Avatar
                      You can now use the following orientation options during emulation
                      • Auto
                      • SensorLandscape
                      • Landscape
                      • ReverseLandscape
                      • SensorPortrait
                      • Portrait
                      • ReversePortrait
                      yuzu in reverse portrait - the way it was meant to be played... !Screenshot 2024-01-03 182714 Additionally, fixed a bug where we would apply custom orientation only once emulation had started
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      180

                      Description of Issue

                      .

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      .

                      System Configuration

                      CPU: GPU/Driver: RAM: OS:
                      Avatar
                      If you don't feed the Android piranhas for a day, they get really hungry
                      Avatar
                      GitHub BOT 1/4/2024 3:01 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu nce 181

                      Description of Issue

                      It can play but it will random crashed in the finish

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      I cannt share i dont know what happen with my yuzu

                      System Configuration

                      CPU:snapdragon 678 GPU/Driver:adreno 612 RAM:6Gb OS:
                      Avatar
                      do we automatically close 6gb issues?
                      Avatar
                      Narr the Reg 1/4/2024 3:09 AM
                      What's our oficial HW requirements for android? 8GB? I will close it anyways we need a log or at the very least a save file
                      Avatar
                      GitHub BOT 1/4/2024 3:31 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Long ago all the way to android-181

                      Description of Issue

                      Whenever the FPS dips below exactly 60 FPS the inkling squid bugs and bounces on the surface of the ink and sometimes will just stay on top of the ink rather than in it. It's a problem for climbing walls and refilling ink as well as moving faster, it's key to the game. #2640 seems to be the exact problem. If I set GPU acc...
                      Avatar
                      GitHub BOT 1/4/2024 4:02 AM
                      Fixes a couple issues with config saving on android (and potentially PC but I haven't seen reports there)
                      • Fixes an issue where global settings could be overwritten by previously loaded per-game settings
                      • Fixes an issue where multiple global config saves could happen at once when leaving the games folder fragment repeatedly
                      Avatar
                      This person keeps opening issues without even filling out our template correctly
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                      GitHub
                      Click to see attachment 🖼️
                      did this one fix the gpu driver override thing?
                      Avatar
                      Avatar
                      Pharynx
                      did this one fix the gpu driver override thing?
                      It should but I don't have confirmation yet
                      4:48 AM
                      I also need to PR a button to swap to the global driver and fix that weird double selection visual bug
                      Avatar
                      GitHub BOT 1/4/2024 5:56 AM
                      Reworked to correctly collect and import/export saves that could exist in either /nand/user/save/000...000/ or /nand/user/save/account/ Compatible with all previous save data backups, regardless of whether they were exported per-game or globally.
                      Avatar
                      Question, is it possible for you guys to bisect 2 Turnip drivers and see differences? Or should I take it up with Mesa? It's regarding a recently found v22.0.99 turnip with only 6xx support. I've received report of it fixing lighting in Dying Light for those devices, while the bug is present on 8gen2 with later drivers. (edited)
                      Avatar
                      GitHub BOT 1/4/2024 5:13 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      There is no way to remove a folder or game you've added to the Yuzu main menu on Steam Deck. This seems like such a simple and obvious feature that for some reason isn't present. I understand this version of Yuzu may not have regular updates, but it would be great if we had some control over our own game listings in the program.

                      Why would this feature be useful?

                      It ...
                      Avatar
                      GitHub BOT 1/4/2024 7:12 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-181

                      Description of Issue

                      While on Yuzu, either navigating its menu or in-game, my screen which supports 120hz is locked at60hz

                      Expected Behavior

                      Refresh Rate stays at 120hz (indifferent if playing at a locked 30/60 fps but allows for playing at 40fps for example with no stutter or play games that run at 60fps at 200% speed)

                      Reproduction Steps

                      Open Yuzu ### Log...
                      7:16 PM
                      Memory in Tegra X1 works very differently to how it's currently emulated. Normally there's physical memory of (4Gb), a virtual memory address space used by processes (applications like games for example) and device virtual memory spaces used by peripherals (GPU, DSP, bluetooth, etc). This device memory space is normally called (SMMU) System Memory Management Unit or IOMMU. With this address space, the different devices can map over physical memory used by many different applications to one th...
                      🎉 25
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                      Build Notification BOT 1/4/2024 8:51 PM
                      Build #20240104.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:52 PM
                      Build #20240104.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:52 PM
                      Build #20240104.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 1/4/2024 8:53 PM
                      Build #20240104.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:53 PM
                      Build #20240104.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 1/4/2024 8:54 PM
                      Build #20240104.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:54 PM
                      Build #20240104.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All

                      Description of Issue

                      Hello, I'm using yuzu nce latest build with a poco f5 12/256gb and the ea yuzu from the play store in order to play pokemon swsh however no matter the driver i use there is always an issue. Using the mesa 24 R14=flickering shadows Using the Qualcomm adreno 676 from motorola= all the character got dead inside eyes and gastly is partially invisible the ...
                      Avatar
                      GitHub BOT 1/5/2024 1:44 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      N/A

                      Description of Issue

                      CMake configuration fails with M1 Pro/Sonoma 14.3 Beta/Xcode 15.1. The line that stands out to me is: fatal: not a git repository: /Users/user/yuzu/build/externals/nx_tzdb/tzdb_to_nx/externals/tz/tmpsrc/../../../../../../.git/modules/tzdb_to_nx/modules/externals/tz/tz

                      Expected Behavior

                      CMake configuration should complete ### Reproduction St...
                      Avatar
                      GitHub BOT 1/5/2024 2:43 AM
                      Hid is getting too big. So it makes sense to move it to it's own subproject. This will help keep service code clean.
                      Avatar
                      GitHub BOT 1/5/2024 3:27 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All version's

                      Description of Issue

                      I have an error when I try to start with PD MegaMix in Yuzu NCE 183 (current build) since apparently it only won't let me play, it is the only game of all the ones I have had on the Android emulator, I tried all possible versions, I bought the EA version but it's the same problem with everyone, it doesn't even boot the game and it directly crash...
                      3:28 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1672

                      Description of Issue

                      Using the Vulkan API, playing ONE. results in a black screen which makes it unplayable. This does not occur using OpenGL (SPIR-V) and I have also confirmed this on the Steam Deck (SteamOS 3.5.12).

                      Expected Behavior

                      When running the game on Vulkan, getting graphics to appear is expect...
                      Avatar
                      GitHub BOT 1/5/2024 9:11 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android GitHub 183

                      Description of Issue

                      The game launches normally if starting a new game, but once it encounters any loading screen of any sort, it freezes If loading a save, it'll play normally at a fairly good framerate but may freeze shortly. It will also freeze while performing any action that requires a loading screen.

                      Expected Behavior

                      Game isn't supposed to freez...
                      Avatar
                      GitHub BOT 1/5/2024 4:13 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-183

                      Description of Issue

                      While playing the game, a graphical glitch (appears black) occurs, then a graphical glitch occurs again or the game freezes and crashes. (I couldn't attach a picture because the graphical glitch would appear momentarily, freeze and then immediately crash)

                      Expected Behavior

                      Graphic glitches should not occur, and should not crash. ### Reproduc...
                      Avatar
                      GitHub BOT 1/6/2024 3:30 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I think you guys should focus to update make 1 update about 1-2 weeks or 1 month to make sure to fix bug or update any new to updrage perfomance

                      Why would this feature be useful?

                      Very useful i guess,instead of just 1 day 1 update and not kinda change anything Sr if i wrong this just a suggestion 👍🏿👍🏿
                      💀 16
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                      GitHub
                      Click to see attachment 🖼️
                      pack it up guys, we are scrapping Early Access builds /s
                      kek 5
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                      Narr the Reg 1/6/2024 3:53 AM
                      I already think we pack too much new stuff each day. Now imagine adding 26 PR each week then try to track which one broke a game
                      Avatar
                      I can't imagine
                      3:58 AM
                      Byte would be in hell
                      Avatar
                      GitHub BOT 1/6/2024 7:23 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1673

                      Description of Issue

                      whenever FPSMonitor is open with an overlay, Yuzu instantly crashes after launching a game

                      Expected Behavior

                      Yuzu instantly crashes after launching a game

                      Reproduction Steps

                      Install FPSMonitor (at least through the steam version) open it and launch a Yuzu game

                      Log File

                      [ 0.231836] Input input_common\drivers\udp_client.cpp:UDP...
                      deepfried 4
                      Avatar
                      doctor, it hurts when I do this
                      Avatar
                      GitHub BOT 1/6/2024 4:56 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Current builds

                      Description of Issue

                      If I choose the system (or qualcomm drivers) in a game and then start a game with per-game settings enabled Turnip drivers, the qualcomm drivers are used on this game too even if the settings option shows the Turnip drivers ticked.

                      Expected Behavior

                      It should use the correct drivers.

                      Reproduction Steps

                      Just choose qualcomm drivers on...
                      Avatar
                      GitHub BOT 1/6/2024 5:37 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-184

                      Description of Issue

                      This might not be called a bug since there are no crashes but it's weird that FE:3H is consuming 1600mA in Main Menu where nothing CPU or GPU extensive is happening. The graphics is set at 0.5x and it's making the fan of my Odin 2 run at full throttle. ![image](https://github.com/yuzu-emu/yuzu/assets/117153936/572ef417-0467-47f7-83f3-c5048919065...
                      Avatar
                      GitHub BOT 1/6/2024 6:12 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4034

                      Description of Issue

                      When playing Mario Kart Deluxe, during a race, the game may crash randomly. I have crash dumps of the game

                      Expected Behavior

                      The game shouldn't crash

                      Reproduction Steps

                      Start Mario Kart Deluxe, start any race, play for some time

                      Log File

                      message.txt ### Syste...
                      Avatar
                      GitHub BOT 1/6/2024 6:36 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu build 184

                      Description of Issue

                      Anytime you enable NCE in the debug settings in this game and use the map to teleport to a new location it turns the entire game fully black. Sometimes with NCE enabled it will also randomly just go black after a few minutes of playing. You disable NCE and go back to JIT and this issue no longer persists.

                      Expected Behavior

                      https://githu...
                      Avatar
                      GitHub BOT 1/6/2024 8:17 PM
                      We need to handle pending delete entries. I don't have the RE for this part. So currently I'm just going to assume at the moment that not assigned and pending delete are the same. This fixes a crash that happened when registering multiple aruid handles while deleting old ones. Besides this I did some minor cleanup of the code.
                      Avatar
                      GitHub BOT 1/6/2024 8:56 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Add OpenGL ES to Android with the new NCE feature

                      Why would this feature be useful?

                      To Improve Compatibility And Fix Crashes on Some Powerful Devices Without Vulkan
                      8:58 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Add OpenGL ES to Android with the new NCE feature

                      Why would this feature be useful?

                      To Improve Compatibility And Fix Crashes on Some Powerful Devices Without Vulkan
                      Avatar
                      Lol "For powerfull devices without Vulkan" there are no powerfull devices without Vulkan
                      Avatar
                      Since I will be doing a lot of hid changes in the next couple of weeks I want to avoid creating more merge conflicts. So I put here the remaining stubs needed by QLaunch.
                      Avatar
                      If it does not have Vulkan, it can't run $hit simple
                      10:08 PM
                      Even Raspberry Pi's GPU has Vulkan. Unless this guy is trying to run android on a jailbroken iPhone or something
                      Avatar
                      mali: i have vulkan tho
                      Avatar
                      GoldenX86_64 1/6/2024 10:10 PM
                      bet you it's an adreno 500 or worse
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 184

                      Description of Issue

                      some effects missing like shadows !Screenshot_20240106-190807

                      Expected Behavior

                      !Screenshot_20240106-185522-200

                      Reproduction Steps

                      ![image-merge-1704579013...
                      Avatar
                      GitHub BOT 1/7/2024 1:45 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 184

                      Description of Issue

                      The prerendered CG cutscenes have really bad stuttering as seen below, gameplay is otherwise completely fine but it is very jarring during cutscenes. Could potentially be a VP9 issue according to Golden. https://github.com/yuzu-emu/yuzu/assets/153868115/e5359104-fa1d-4404-af9f-a7229fff49d9

                      Expected Behavior

                      The cutscene would play out ...
                      Avatar
                      Build Notification BOT 1/7/2024 2:52 AM
                      Build #20240107.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub BOT 1/7/2024 3:20 AM
                      We already emulate these functions. Adding the interface is practically free at this point.
                      Avatar
                      GitHub BOT 1/7/2024 5:58 AM
                      We still have issues with Rocket league. Now that npad is initialized properly at boot the game still tries to register a vibration device before creating the applet resource. Creating again the same crash but in a different spot. Here I prevent this from happening.
                      Avatar
                      Build Notification BOT 1/7/2024 8:05 AM
                      Build #20240107.2 part of pipeline yuzu patreon stage2 was manually stopped.
                      Avatar
                      GitHub BOT 1/7/2024 8:50 AM

                      Issue

                      ..... -- Building SPIRV-Header examples -- Installing SPIRV-Header usage: date [-jnRu] [-I[date|hours|minutes|seconds]] [-f input_fmt] [-r filename|seconds] [-v[+|-]val[y|m|w|d|H|M|S]] [[[[mm]dd]HH]MM[[cc]yy][.SS] | new_date] [+output_fmt] CMake Error at externals/nx_tzdb/tzdb_to_nx/src/tzdb/CMakeLists.txt:33 (execute_process): execute_process failed command indexes: 1: "Child return code: 1" ......
                      Avatar
                      Build Notification BOT 1/7/2024 12:34 PM
                      Build #20240107.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      GitHub BOT 1/7/2024 3:09 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 184

                      Description of Issue

                      Whenever I save normally in the game Pokemon Sword, it saves successfully. But when I talk to an NPC or throw a wishing star in raid den or digging duo or complete a Dynamax Adventure, and the game tries to automatically save; most of the time the game freezes. While frozen, the background audio keeps playing but the save does not complete and the ...
                      Avatar
                      GitHub BOT 1/7/2024 6:48 PM
                      This is another piece of project leviathan. Abstracted pad is the heart of npad. Is in charge of updating the shared memory and assignment of the controllers. Currently we have a very simplified way of implementing this part. So simplified that it isn't even called abstracted pad. This simplification causes multiple issues in games like showing the controller applet all the time and most likely causing a major bug on the controller applet where it always shows no supported controllers. In ...
                      Avatar
                      GitHub BOT 1/7/2024 8:11 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1675

                      Description of Issue

                      Freeze or crash in the boot screen

                      Expected Behavior

                      Game doesnt launch

                      Reproduction Steps

                      Just boot the game

                      Log File

                      NO

                      System Configuration

                      CPU:I7 GPU/Driver:Nvidia RAM:32 OS:W10
                      Avatar
                      what do users think they are accomplishing by not providing log files
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                      Narr the Reg 1/7/2024 8:36 PM
                      Doesn't crash here
                      Avatar
                      Avatar
                      Pharynx
                      what do users think they are accomplishing by not providing log files
                      Annoying the hell out of us. Some people want to see the world burn.
                      Avatar
                      Found few hundred misspellings. This PR only touches src/video_core/.
                      Avatar
                      wow, someone made an anti-blinkhawk linter
                      Avatar
                      Lol, I'm guilty
                      11:16 PM
                      Funny that address is among the most misspelled word. Most native english don't realize how little sense makes it to spell it that way. (edited)
                      Avatar
                      Does anything in vi use 224x768 as a resolution?
                      1:23 AM
                      Or the reverse maybe
                      Avatar
                      Build Notification BOT 1/8/2024 1:41 AM
                      Build #20240108.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:42 AM
                      Build #20240108.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 1/8/2024 1:43 AM
                      Build #20240108.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:43 AM
                      Build #20240108.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      GitHub BOT 1/8/2024 2:32 AM
                      1. Fix the name of nvnflinger 2. The ability to fetch the vsync event is tied to the lifetime of the application display service interface, not the display itself
                      2:36 AM
                      When a client handle got closed without passing through the normal service termination route, this would break the server manager. Ensure we handle this correctly.
                      Avatar
                      GitHub BOT 1/8/2024 3:10 AM
                      Blinkhawk informed me that KProcess was leaking some memory on shutdown, so I had a quick look. Slab heap objects don't have their destructors called, so the destruction of the unique_ptrs was not occurring and leaking the ARM interface pointers and exclusive monitor, as well as leaking all of the allocated heap pages (though these would normally have been reset after the slab heap was cleared, so it wasn't a huge deal). Additionally, I found and fixed a bunch of lifetime management surrou...
                      Avatar
                      GitHub BOT 1/8/2024 5:55 AM
                      This refactoring allows fs to be informed about filesystem metadata for the running program directly from the loader, instead of having to fetch it from globals every time.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Every version since EA3770

                      Description of Issue

                      After long time of update, a lot of translation is missing (new features like "Tools-Amiibo" or options in emulator settings), they simply display in english no matter what interface language is chosen

                      Expected Behavior

                      All text is displayed in user selected language, for example Simplified Chinese

                      Reproduction Steps

                      Chan...
                      10:13 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      v186

                      Description of Issue

                      So i cant pass building shaders of mario kart 8 on v186, it was booting fine before v186. yuzu_log.txt

                      Expected Behavior

                      I tried booting mario kart 8 like 6 times still cant pass building shaders. yuzu_log.txt ### Re...
                      10:19 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      v186

                      Description of Issue

                      So while playing pokemon violet it will sometimes crash. yuzu_log.txt.old.txt

                      Expected Behavior

                      First crash was on first time booting the game then, it was working fine after 3 boots, then it wasnt crashing anymore then after like 15min gameplay it crash again, and always cra...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      v186

                      Description of Issue

                      Game freezes after attemping to catch a terastallize pokemon yuzu_log.txt

                      Expected Behavior

                      Game freezes after attemping to catch a terastallize pokemon yuzu_log.txt

                      Reproduction Steps

                      Game freezes after attempi...
                      10:39 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      any build on android

                      Description of Issue

                      The games works perfectly fine but i sometimes crash my whole phone and makes it restart and sometimes i happens super early or very late

                      Expected Behavior

                      The games doesnt crash the whole phone

                      Reproduction Steps

                      Play the game and hope it happens because it is very random

                      Log File

                      [yuzu_log.txt.old.txt](https://github....
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      v186

                      Description of Issue

                      So sonic superstars flicker using qualcom driver 615.77 on yuzu v186. yuzu_log.txt https://github.com/yuzu-emu/yuzu/assets/78578824/62cb35de-d7c9-42a1-9d57-a14cf64c9992

                      Expected Behavior

                      It flickers using qualcom driver 615.77 on yuzu v186 https://github.com/yuzu-emu/yuzu/ass...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      v186

                      Description of Issue

                      Sonic Superstars stuck on title screen using turnip drivers. https://github.com/yuzu-emu/yuzu/assets/78578824/8493cc6b-024f-4dc7-a3ce-b3aec64a7c56 yuzu_log.txt.old.txt

                      Expected Behavior

                      Sonic Superstars stuck on title screen using turnip drivers. https://github.com/yu...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      v186

                      Description of Issue

                      Yuzu v186 Snapdragon 870 6gb ram Game: Pokemon Lets go Eevee Issue: Player cant properly run when using bluetooth controller. My Controller: Gulikit NS09 (hall effect sticks.) *Other games walk and run fine using my controller, only Pokemon Lets go have this problem. https://github.com/yuzu-emu/yuzu/assets/78578824/17aad1d5-776b-401e-8b37-e9a6af1...
                      Avatar
                      GitHub BOT 1/8/2024 2:09 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Github 185

                      Description of Issue

                      Retro cinema like black dots and graphical bugs, shadows stuttering and lights(Applied to things like windows and tents at night), or lit items, flicker

                      Expected Behavior

                      Normal graphics

                      Reproduction Steps

                      Just open the game, is always like this in the overworld. Issue is not present inside small houses and rooms

                      Log File

                      https:...
                      Avatar
                      GitHub BOT 1/8/2024 2:56 PM
                      Currently there are some problems with this workflow:
                      • The grep command that is intended to find trailing whitespace doesn't actually work, because it doesn't use recursive globs.
                      • TRAVIS_EVENT_TYPE isn't supported by GitHub, and even if we check for GITHUB_EVENT_TYPE instead, we would need to do a non-shallow clone to verify format over the file range, which we don't really care about. So we should always check every source file.
                      • The format output doesn't lend itself easy use with `gi...
                      Avatar
                      GitHub BOT 1/8/2024 3:28 PM

                      Issue

                      I am trying to build yuzu on Windows based on below instructions with CMake 3.28.1. https://github.com/yuzu-emu/yuzu/wiki/Building-For-Windows When I press Configure I have following error. I searched issues but could not find anything that could help me compile it properly. Thanks in advance ** Selecting Windows SDK version 10.0.22000.0 to target Windows 10.0.19045. The C compiler identification is MSVC 19.29.30152.0 The CXX compiler identification is MSVC 19.29.30152.0 ...
                      Avatar
                      GitHub BOT 1/8/2024 5:03 PM

                      Issue

                      seems mario kart doesn't use NCSE only JiT why is this
                      deepfried 13
                      Avatar
                      NCE 32-bit when?
                      Avatar
                      Avatar
                      Moonlacer
                      NCE 32-bit when?
                      on what 32-bit host
                      5:32 PM
                      oh
                      5:32 PM
                      right
                      Avatar
                      What does this MR do and why? Adds a750 support (sysmem only). Highlights: Consts uploading...
                      prometheus 5
                      👀 2
                      Avatar
                      GoldenX86_64 1/8/2024 8:53 PM
                      @BSoD
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Is there any way to update early access version of yuzu more frequently on play store?

                      Why would this feature be useful?

                      at the moment there are no perks of yuzu early access play store, other than supporting devs. I have check GitHub daily for new build of yuzu android. not complaining, just a request.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1676

                      Description of Issue

                      There a regression in the particles/rain/snow bug in ToTK (slow rain, snow etc.), almost for me. I remember that this had been fixed months ago, but now I noticed that it is happening again, in the most recent mainline versions.

                      Expected Behavior

                      The rain/snow/particle effects should work normally, without slowdowns. ### Reproduction Step...
                      Avatar
                      does this need accuracy high? ^
                      Avatar
                      should work on normal
                      11:38 PM
                      could be varies between system (edited)
                      Avatar
                      Avatar
                      flTobi
                      does this need accuracy high? ^
                      No, it needs a more accurate handling of GPU writebacks in NCE mode.
                      4:04 AM
                      That issue shouldn't happen on JIT.
                      Avatar
                      Avatar
                      Blinkhawk
                      That issue shouldn't happen on JIT.
                      this is a desktop report
                      Avatar
                      It's in mainline so it's not SMMU
                      4:55 AM
                      SMMU changes the code that affected that, so it's worth checking.
                      Avatar
                      Personally can't reproduce on my pc (edited)
                      Avatar
                      GitHub BOT 1/9/2024 6:32 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      N/A

                      Description of Issue

                      Hi, I installed Tears of the kingdom on yuzu with some mods (https://gbatemp.net/download/loz-tears-of-the-kingdom-dynamic-fps-static-fps-and-visual-fixes-patch-collection.37996/) and updates to the game. The game started on the opening cutscene with a sort of black semi-square layer over the entire screen with elements of the game either above this layer ...
                      Avatar
                      GitHub BOT 1/9/2024 6:39 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4053 / Mainline 1670

                      Description of Issue

                      An Device loss occurs when you try to start the ESP training for the Psychic Gym test. https://youtu.be/TV_yo8GwJ8Y Video with the problem.

                      Expected Behavior

                      Enter the ESP Training test. !Screenshot Screenshot from the other emul...
                      Avatar
                      GitHub BOT 1/9/2024 7:00 AM

                      Issue

                      sir i’m using realme x3 sz (sd 855+ , 8gb ram) recently from last 10 builds of yuzu github i’m experiencing battery drainage very fastly than usual, i play naruto storm connections, pokemon arceus, mario wonder especially in zelda botw & mario odyssey it’s like 20 min play 20-22% drainage, normal default settings , pls fix this.
                      stretchedlivereaction 6
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I propose integrating gfxreconstruct with simple UI to start/stop it into yuzu's builds for Android.

                      Why would this feature be useful?

                      Well, the above is the ideal solution for us. We are getting issues opened for Turnip related to Yuzu (e.g. https://gitlab.freedesktop.org/mesa/mesa/-/issues/10399 and https://gitlab.freedesktop.org/mesa/mesa/-/issues/10392). Unfo...
                      12:49 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-187

                      Description of Issue

                      During a race there is a graphical bug as shown below. It disappears as the race continues. Sometimes the bug doesn't happen. The game runs well otherwise. Present using both system driver 512.744.12 and Turnip r.14, default settings. Changing graphics accuracy doesn't change anything. Sony Xperia 5ii root Log file attached using dr...
                      Avatar
                      Build Notification BOT 1/9/2024 1:27 PM
                      Build #20240109.1 part of pipeline yuzu patreon stage2 failed.
                      octolingFeels 1
                      Avatar
                      someone else will have to restart it
                      Avatar
                      Anyone test a750 Tu?
                      Avatar
                      Any bugs?
                      Avatar
                      Build Notification BOT 1/9/2024 6:57 PM
                      Build #20240109.2 part of pipeline yuzu patreon stage2 failed.
                      Avatar
                      uhhh
                      Avatar
                      Build Notification BOT 1/9/2024 6:59 PM
                      Build #20240109.2 part of pipeline yuzu patreon stage2 failed.
                      7:05 PM
                      Build #20240109.2 part of pipeline yuzu patreon stage2 failed.
                      stretchedlivereaction 15
                      Avatar
                      Build Notification BOT 1/9/2024 9:17 PM
                      Build #20240109.2 part of pipeline yuzu patreon stage2 failed.
                      Avatar
                      GitHub BOT 1/9/2024 9:22 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1676

                      Description of Issue

                      Yuzu crashes/freezes on every game. There is no error shown in the log and no window opens when you start a game. I tried several versions and types of yuzu, all with the exact same result. I tested with the following configurations all with OpenGL and Vulkan with several different emulation settings: Yuzu flatpak version 1676 Yuzu Ap...
                      Avatar
                      Build Notification BOT 1/9/2024 9:26 PM
                      Build #20240109.2 part of pipeline yuzu patreon stage2 failed.
                      Avatar
                      Includes a fix lat9nq/tzdb_to_nx@1e82342 that fixes a build issue on Mac OS. Closes https://github.com/yuzu-emu/yuzu/issues/12581
                      Avatar
                      Build Notification BOT 1/10/2024 1:04 AM
                      Build #20240109.1 part of pipeline yuzu patreon stage2 failed.
                      inklingCry 7
                      Avatar
                      Build Notification BOT 1/10/2024 1:15 AM
                      Build #20240110.1 part of pipeline yuzu patreon stage1 failed.
                      👊 1
                      Avatar
                      Build Notification BOT 1/10/2024 6:12 AM
                      Build #20240110.2 part of pipeline yuzu patreon stage1 failed.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Ea Android

                      Description of Issue

                      There's some sort of glitches on nier when playing, I hope this gets fixed

                      Expected Behavior

                      Idk

                      Reproduction Steps

                      Idk

                      Log File

                      Idk

                      System Configuration

                      CPU: snapdragon 8gen1 GPU/Driver: RAM:12gb OS: Touchos
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android-188

                      Description of Issue

                      Forcee close when start loading the mission. https://github.com/yuzu-emu/yuzu/assets/82787177/b364821a-75a1-41cf-96b6-fdcab135788f

                      Expected Behavior

                      Play normal as few updates before.

                      Reproduction Steps

                      I don't have any explanation

                      Log File

                      yuzu_log.txt [yuz...
                      Avatar
                      This commit improves the readability and understanding of the README file. The changes include simplifying language, removing redundancy, and reorganizing information for better flow. The goal is to make the README more user-friendly, especially for new contributors or users of the yuzu project.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Hopefully, the list of games can be displayed in the form of a grid.What I envisioned was a main screen divided into a number of resizable grids, with the majority of the grid being used to display the game cover and the game name at the bottom.

                      Why would this feature be useful?

                      This is because displaying a list of games in a grid allows for a more efficient sel...
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      the changes seem fine in isolation but I can't get over the feeling this was done with chatgpt
                      1:50 PM
                      actually, no
                      1:50 PM
                      it's now factually inaccurate
                      1:50 PM
                      developed by the creators of Citra
                      1:51 PM
                      and the link to the translations page was removed
                      Avatar
                      autumnburra 1/10/2024 1:58 PM
                      the writing style has been changed to be more informal in places, which shouldnt be the case for the readme imo. it should be kept formal, as it is now
                      1:59 PM
                      but yeah, its just incorrect information and removing important links for no reason
                      2:03 PM
                      wait youre right about chatgpt... "if you wish to support us in a different way" changed to "for other ways to support us" literally what chatgpt says exactly when you ask it to rewrite something without context
                      Avatar
                      Avatar
                      Pharynx
                      the changes seem fine in isolation but I can't get over the feeling this was done with chatgpt
                      even the PR description reads like chatgpt
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1675

                      Description of Issue

                      Very often, the character's geometry will go wild on both pre/post battle cutscenes and actual gameplay. Changing graphic settings didn't help. https://github.com/yuzu-emu/yuzu/assets/35299560/2a8a1624-c9ce-439d-be88-0bf1eebcae54 This does not happen on the Steam Deck, where I also tried to replicate the issue. I am also aware that...
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                      Affected Build(s)

                      Mainline Playstore / EA Playstore / Github Builds (all of them)

                      Description of Issue

                      In addition to the super popular tilt-shift effect bug (that is fixable using a mod) that affected Yuzu's PC counterpart for a long time, this game has some of its graphics missing or not being rendered correctly, e.g. lack of water transparency and other gfx assets (like footsteps on the sand of ...
                      Avatar
                      Created a few generic list adapters and a generic view holder to simplify interactions with list updates. Additionally, this has some updates to the driver fragment as a result of the simplifications
                      • Fixes an issue where per-game driver settings could be written into global settings
                      • Adds a button to use the global driver setting
                      • Fixes an issue where incorrect drivers could appear upon importing user data
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                      Affected Build(s)

                      Android-188

                      Description of Issue

                      Mortal Kombat 11 crashes on initial boot logo: !Screenshot_20240110_224548_yuzu !Screenshot_20240110_224532_yuzu

                      Expected Behavior

                      Go past the initial boot logo: ...
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                      This is not invalid in SPIR-V, but is invalid in Vulkan (VUID-StandaloneSpirv-Offset-04663). This is annoying because it makes translation of GLSL functions like texelFetchOffset or textureGradientOffset more tedious.
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                      Affected Build(s)

                      Yuzu 189 or any version that start to support UE4

                      Description of Issue

                      https://github.com/yuzu-emu/yuzu/assets/45539585/fcd419f3-bc59-4cae-8802-1d3c1e3b6182 Hogwarts Legacy black texture and bad rendering. Crash on 8GB RAM but playable with major graphic bug on 12GB RAM. Using any turnip driver (mine only support 24 and above) crash on 23.0.0 with partial a7xx and below. ##...
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                      Affected Build(s)

                      Early Access 4059

                      Description of Issue

                      There are fps drops from 60 to 30 at the start of each stage, this has nothing to do with shader cache. This is because of GPU drop interval, a fix is available for the version 1.0.0 but not for the 1.0.1 update. ### ...
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                      Affected Build(s)

                      android-189 6f9d0e1

                      Description of Issue

                      /home/cx/Android/Sdk/ndk/26.1.10909125/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ --target=aarch64-none-linux-android30 --sysroot=/home/cx/Android/Sdk/ndk/26.1.10909125/toolchains/llvm/prebuilt/linux-x86_64/sysroot -DARCHITECTURE_arm64=1 -DBOOST_ASIO_DISABLE_CONCEPTS -DHAS_NCE=1 -DYUZU_UNIX=1 -D_DEBUG -I/home/cx/Works/git_work/yuzu-a...
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                      ^ forgot to update a log_trace
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                      Affected Build(s)

                      Mainline Build - 9fc4d772c

                      Description of Issue

                      I have an SMB share that is mapped as a network drive hosting my roms. If I open the ROM folder, Yuzu frontend goes into a loop and the console repeats this message: [ 18.192244] Loader core\file_sys\patch_manager.cpp:PatchRomFS:447: RomFS: Update (v0.2.0) applied successfully [ 18.214522] Frontend yuzu\game_list.cpp:Ref...
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                      Affected Build(s)

                      All builds

                      Description of Issue

                      I compared prop drivers with every recent Turnip drivers and GPU usage is very high in many games such as Mario Odyssee and BotW. These high GPU usage lead to framedrops and worse performance overall. Mario Odyssey has a lower GPU usage in docked mode with prop drivers than turnip drivers in handheld mode. That's crazy.

                      Expected Behavior

                      GP...
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                      Affected Build(s)

                      android-189

                      Description of Issue

                      During the cutscenes, the game fps goes down to 0.0 fps and becomes unresponsive. Yuzu is still responsive though as I am able to show Option Menu. Happens randomly after a minute or so when a cutscene starts.

                      Expected Behavior

                      Game should not freeze during cutscenes.

                      Reproduction Steps

                      Watch a cutscene.

                      Log File

                      [yuzu_log.txt.ol...
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                      GitHub
                      Click to see attachment 🖼️
                      We should try not to respond until we can figure a way to help Igalia debug their drivers without the need to use a switch/dump game. We shouldn't just pass them the hot potato without help from our side.
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                      The high usage is true, but should be universally known for A7XX Turnip (edited)
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                      Yes but they have no way to test it without our help
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                      Of course
                      8:44 PM
                      Turnip needs all the help it can get, so I'm all for it
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                      Affected Build(s)

                      Android-189

                      Description of Issue

                      Having played a number of races, the game runs at 30fps with very occasional minor dips. Races can be completed as usal. A bug occurs where the screen will flash and sometimes certain objects don't render correctly. The issue is more pronounced on some tracks rather than others. Below are two examples 744.12 driver: https://github.com/...
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                      Fixes one of the issues in #12643, there is still at least one more shader compiler crash regarding missing support for StorageImageExtendedFormats Probably fixes a bunch of shader compiler crashes in other games. The emitted shader was basically not parseable at all before this fix, and I had to view it in a hex editor to figure out the issue.
                      Avatar
                      Avatar
                      Blinkhawk
                      Yes but they have no way to test it without our help
                      High usage is a diff thing
                      10:07 PM
                      That's mostly known
                      10:08 PM
                      Turnip still has concurrent {binning, resolve}, lrz, fast clears, fast border colour and some more left to do
                      10:09 PM
                      For a7xx
                      10:09 PM
                      I think main thing they need feedback on is bugs
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                      Mainline stage 1 job sets the bash files in .ci/scripts to executable on demand, so ignore those file mode changes. Might be better to just make them executable in the repo.
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                      This attempts to bring the OpenGL backend up to speed with some recent changes to Vulkan presentation, and make the interface more similar between the two to aid in keeping them the same in the future. Marking as draft due to conflict with #12579
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      As you know overlays and bezels great for adding visual flair to emulation experience, transforming the blank canvas of display into a more immersive environment. (Similar to libretro, which embraces overlays through its "on-screen display?") I'm curious about your thoughts on the librashader project? For those inte...
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                      ByLaws
                      I think main thing they need feedback on is bugs
                      Definitely that's way gfxrecon would be great for them. They could get reports automatically for all the game library that we emulate and figure possible bugs.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      yuzu android 190

                      Description of Issue

                      !Screenshot_20240112_204024_yuzu Found a bug that causes a sudden green screen during play. This happens in RX~R15 drivers, and the tree and terrain shader output is also unstable. However, in R8 and R9 drivers, the screen is normal, but the tree and t...
                      12:53 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Simply set cheats to disabled when added

                      Why would this feature be useful?

                      This is primarily for testing/importing/downloading cheats. If it is an automated procedure installing multiple (possibly conflicting) cheats, disabling all of them is a chore. Ideally one would enable and test each cheat by itself. It may be an opinionated change, but implicitly enabling ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      singular cheat files (ex yuzu/load/010018100CD46000/FPS/cheats/c517ecbb79de9733.txt) commonly have more than one cheat within, and should be parsed so that each cheat can be enabled/disabled individually, and disabling/enabling the parent toggles all children. possibly as a sub list under the parent cheat:
                      • FPS
                      • FPS30
                      • FPS60
                      ### Why would this feature be usef...
                      Avatar
                      The information is provided by the sync request that sets up audio in/out sessions, and is used to device map the memory. Therefore it doesn't need to be fetched from globals.
                      Avatar
                      Build Notification BOT 1/12/2024 3:09 PM
                      Build #20240112.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      This PR fully removes old inaccurate npad code for vibration and makes use of the abstract vibration. This matches behavior with FW16. There are two things missing. NotificationPatterns and proper NpadAbstractPropertiesHandler emulation. I doubt they will cause issues but is something I have to eventually fix. I also removed the vibration filter which might need to add back since that's an issue with oversaturation of controllers but that should be technically be addressed on input_common.
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android 186+

                      Description of Issue

                      In 186+ Android builds Dark Souls Remastered started crashing right after death and respawning. Crash logs are NOT generated and are empty.

                      Expected Behavior

                      No crash.

                      Reproduction Steps

                      Any build after 186

                      Log File

                      None.

                      System Configuration

                      CPU: 8 Gen2, NCE mode GPU/Driver: Qualcomm Adreno 740, Mesa Turnip R14 OR Mesa...
                      Avatar
                      need someone with adb to get a logcat from the crash ring
                      8:51 PM
                      adb logcat -b crash
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                      Pharynx
                      adb logcat -b crash
                      is this what you need?
                      Avatar
                      yes, that means it's a query cache issue
                      Avatar

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                      Affected Build(s)

                      android-191

                      Description of Issue

                      Playing a part on the story mode crashes the game when starting the fight with Goku & Gohan. The fps will become 0.0 and then it will crash.

                      Expected Behavior

                      It shouldn't crash, because if its about the world/arena bug, then it supposed to crashed when the first encounter to it using Vegeta and Trunks. That part went stable though. ### Repr...
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                      Affected Build(s)

                      Nce v191

                      Description of Issue

                      It join into the lobby then after 5s it crashed it better than the before version it crashed when i join lobby (I used Mesa turnip driver it crashed but it can run on v682 but bug)

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      yuzu_log.txt.old.txt ### Syst...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      remapping controls manually

                      Why would this feature be useful?

                      a feature that is sorely missed on the yuzu is manual remapping of controls, I use a ps3 controller via OTG and the dpad is not working, if you know of another way I can solve this problem I would appreciate your help, this problem is limiting a lot of gambling
                      Avatar
                      I finally got an instance where the profile data corrupted. The issue here is that we save when the profile manager is destroyed, normally this works fine but on a crash it might not flush the contents on time. Leaving you with a 0 byte file. Next session will detect the file is empty and create a new user. To fix that I removed the save on destruction, we don't need that. Instead I save only when the contents change. This should permanently fix this long standing bug.
                      🎉 7
                      Avatar
                      you should also consider doing a two-step save, where you write out a temporary file and rename it into place
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                      GoldenX86_64 1/13/2024 9:20 PM
                      love you narr
                      Avatar
                      Running the ktlint check every time you built the android project was pretty frustrating. This moves it to run in the verify step for PRs like clang-format. This also adds a hint to run gradlew ktlintFormat to automatically format your code if the verification steps fail.
                      Avatar
                      Allows you to see the git tag (Ex. "android-190") used for our android mainline builds and the build hash plus the release variant (Ex. "15d8a4052-relWithDebInfo") for all other builds under "Build" in the about page.
                      Avatar
                      Build Notification BOT 1/14/2024 1:25 AM
                      Build #20240114.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:28 AM
                      Build #20240114.2 part of pipeline yuzu patreon stage1 failed.
                      prometheus 7
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      yuzu android 188

                      Description of Issue

                      yuzu android cannot start super robot wars under NCE after version 181 V X T 30

                      Expected Behavior

                      no

                      Reproduction Steps

                      no

                      Log File

                      no

                      System Configuration

                      CPU:855 GPU/Driver:640 RAM:8 OS:android
                      🇳 8
                      🇴 8
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                      Affected Build(s)

                      Mainline 1680

                      Description of Issue

                      The "enable gamemode" option forcefully restores it checked state every time yuzu being newly opened, despite the option was previously disabled.

                      Expected Behavior

                      The option must save its enable/disable state

                      Reproduction Steps

                      1) Starting yuzu 2) Entering options and unchecking "Gamemode Enable". 3) Closing yuzu and open it again....
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                      This is a duplicate
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4034

                      Description of Issue

                      In yuzu 4034 or 3730(I just tried these two versions),when playing Tears of kindom,in final boss(black dragon),the bgm played wrong(it became the bgm same with standing in drgaon,not it should be).But when i tried downgrade the version to 3638, the bgm played truly.Game version is 1.1.0,and all the saves are same.

                      Expected Behavior

                      fina...
                      Avatar
                      That's a strange one
                      Avatar
                      happens on my end too
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-192

                      Description of Issue

                      When entering the room, not all graphics are displayed. This means you can't progress any further. Graphics display correctly up until this point. Happens wiyh 744.12 and Turnip. Log using 744.12. !Screenshot_20240114-130055 ![Screenshot_20240114-1...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All versions including latest

                      Description of Issue

                      The game drops to 0 fps every time when entering the castle and the cutscene would start, right after the tutorial battle. No graphical or performance issues otherwise.

                      Expected Behavior

                      Should play normally, no crash.

                      Reproduction Steps

                      Play for a couple of minutes and go in the castle.

                      Log File

                      . ### System...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-192

                      Description of Issue

                      Other than dips in FPS, there exist graphical issues using both Turnip and 744.12. Eg. Wheels of bike don't render. !Screenshot_20240114-141537 Log using 744.12.

                      Expected Behavior

                      Game renders correctly.

                      Reproduction Steps

                      Load the save gam...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All, including latest

                      Description of Issue

                      The game drops to 0 fps every time when entering the castle and the cutscene would start, right after the tutorial battle. No graphical or performance issues otherwise. Note: With CPU/GPU debug enabled, the game doesn't drop to 0 but displays almost no graphics at all, black screen, with just a few pixels and a character's head. Audio...
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                      Affected Build(s)

                      Mainline 1680

                      Description of Issue

                      These amiibos will not save/register/formatted, this can be very problematic for games that require the amiibos to be registered, such as super smash bros ultimate. I have duplicated this error with many SSB amibos, including but not limited to the "Fox.bin" amiibos.

                      Expected Behavior

                      This SSB amiibo should be able to be saved/formatted/reg...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu Android 192

                      Description of Issue

                      https://github.com/yuzu-emu/yuzu/assets/7926091/27855517-b5f4-4df6-bfc8-899b5252f2dd yuzu_log.txt

                      Expected Behavior

                      Bugs in the soundtrack, menu and in-game audio and some noticeable graphical glitches.

                      Reproduction Steps

                      the problem happens naturally ### Log F...
                      Avatar
                      Small batch of changes to module patching requested by @liamwhite Instead of each module strictly having a dedicated patch section, the loader will try to use the same patch section for as many sequential in memory modules as possible. When the target jump becomes too large, only then the patch section is broken off. Pre-text patches retain the same behavior as before, they have a dedicated patch section Should fix mods that make assumptions about the module layout and hardcode jump of...
                      🔥 15
                      Avatar
                      Does a small refractor of the service but more importantly we start making this service actually functional. It got a bit too big to replace instances in our service codebase so I will do that on another PR.
                      👍 5
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-193

                      Description of Issue

                      There's a problem with yuzu inputs that makes fighting games almost impossible to play. In skyline, whenever you try to do a fireball, that means down, down-forward, forward, even if you only hit down and forward, it creates the move down, down-forward, forward, producing the fireball. That's how it should work and how it works on PC, consoles, etc...
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                      Broke after moving the ktlint checks to CI but this should only be happening for PRs anyways.
                      Avatar
                      Fixes an issue where the L3/R3 and Left Stick/Right Stick buttons in the toggle buttons menu would be swapped
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-193

                      Description of Issue

                      It's a well known issue of this game but there's no bug logged for this. Rendering issues for this game like blank texts and no models are getting rendered. !image

                      Expected Behavior

                      ![image](https://github.com/yuzu-emu/yuzu/assets/117153936/4307ebf5...
                      Avatar
                      Build Notification BOT 1/15/2024 6:52 PM
                      Build #20240115.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 1/15/2024 6:53 PM
                      Build #20240115.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:54 PM
                      Build #20240115.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:55 PM
                      Build #20240115.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:55 PM
                      Build #20240115.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:56 PM
                      Build #20240115.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:56 PM
                      Build #20240115.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:56 PM
                      Build #20240115.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      🛑 4
                      prometheus 3
                      Avatar
                      An user tried to dump their amiibos. But yuzu did not generate any because the amiibo was mounted as read only. This PR makes this process easier as it now allows to dump the amiibos if no previous dump is available and was marked as read only.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      mainline-20240115

                      Description of Issue

                      I build yuzu-mainline by myself following instructions at: https://yuzu-emu.org/wiki/building-for-linux/ I'm doing this from some time now and I found that recently yuzu does not resize correctly the game window if i try to make it smaller. It works well when I try to make window bigger. It also works well if I use X11 instead of Wayland. ...
                      8:52 PM
                      This generally unifies the interface between OpenGL and Vulkan presentation routines, which now have the same structure and operate in the same way. On the Vulkan side, FSR was converted to use a fragment shader instead of a compute shader. Altogether, this should make a lot of code much more straightforward, fix some bugs (missing antialiasing when software rendering, wrong sampler used for FSR), and help bring the OpenGL backend up to speed with some recent changes to Vulkan presentation. ...
                      #️⃣ 1
                      2️⃣ 1
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                      first one didn't go far enough
                      Avatar
                      need test?
                      Avatar
                      yeah
                      Avatar
                      Found more misspellings. These typos are crazy. Please help me with more commits as necessary.
                      👍 2
                      Avatar
                      Disconnecting the controller while special features are still active will cause a double lock. To prevent this disable anything before disconnecting. This fixes a crash when using nfc and trying to open the config menu.
                      Avatar
                      Fixes #12684 Mutter has an issue where if you present a surface larger than the dimensions of your swapchain it just draws over random crap on the screen so that's lovely. Possibly should check if this is an issue in kwin or wlroots. This reverts the change from #12543. Arguably it didn't make any sense there because the frame dimensions are always supposed to be based on the swapchain, not on the guest.
                      Avatar
                      window system integration on linux is truly in the year 2004
                      Avatar
                      GoldenX86_64 1/16/2024 9:16 PM
                      tuxdab
                      9:17 PM
                      and then you deal with gnome extensions
                      💀 3
                      Avatar
                      narr the reg 1/16/2024 10:29 PM
                      If you want somethin fun to look at. LAYTON’S MYSTERY JOURNEY™: Katrielle and the Millionaires’
                      10:30 PM
                      It appears to be a vulkan amd only bug
                      Avatar
                      are you real narr
                      Avatar
                      viewport swizzle?
                      Avatar
                      narr the reg 1/16/2024 10:32 PM
                      I'm impostor narr. real narr went for a vacation
                      Avatar
                      GoldenX86_64 1/16/2024 10:32 PM
                      amd swizzle moment
                      Avatar
                      Avatar
                      narr the reg
                      I'm impostor narr. real narr went for a vacation
                      sussy baka
                      Avatar
                      narr the reg 1/16/2024 10:33 PM
                      I haven't investigated what causes the issue
                      Avatar
                      intel also doesn't support viewport swizzle
                      10:34 PM
                      so you could check there
                      Avatar
                      GoldenX86_64 1/16/2024 10:35 PM
                      even mesa? i still need to learn how to setup a VM to use GVT-g
                      Avatar
                      narr the reg 1/16/2024 10:42 PM
                      I will check on intel in a few hours
                      Avatar
                      GoldenX86_64 1/17/2024 3:46 AM
                      Fake narr attacks
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu Android v195

                      Description of Issue

                      Whenever I do auto battle in either Pokemon Scarlet or Pokemon Violet, the game crashes after the Pokemon faints and my Pokemon gains experience. In the logs, sometimes I saw HW.Memory error

                      Expected Behavior

                      On Windows, auto battles complete successfully, and the game does not crash

                      Reproduction Steps

                      Go in the overworld, do auto...
                      Avatar
                      Allow -u to accept a username string in addition to index and suppress the User selector even if settings requires it to be shown for one instance only.
                      Avatar
                      @narr the reg hey, can you kick off the workflow on mine again. Could have sworn I nuked that extra line the first time around, but some branch shenanigans on my part must have revived it.
                      6:15 PM
                      Also, in a related note, why the heck does building clang-format (as suggested in the contributing guide) touch like 3 dozen files?
                      Avatar
                      narr the reg 1/17/2024 6:15 PM
                      PR?
                      6:15 PM
                      thanks
                      Avatar
                      it touches all of them but only creates differences where a formatting rule was applied
                      Avatar
                      yeah, but it seems like it hasn't been run in a while or something? there's a bunch of minor spacing fixes and the like in a ton of files I haven't modified.
                      6:19 PM
                      I guess I just assumed that the verify format CI gate would have been using the same process.
                      6:19 PM
                      and is there a way to build it so it just complains, instead of modifying the files? (edited)
                      6:22 PM
                      that's not supposed to happen
                      6:22 PM
                      the github CI job should be up to date
                      Avatar
                      Ah for fucks sake github
                      6:25 PM
                      I tried to push the clang format stuff to a separate branch to look at and it merged it into my PR sigh
                      6:26 PM
                      i'm going to close it, those changes definitely shouldn't be in there
                      6:27 PM
                      lots of shuffling and minor spacing issues
                      6:27 PM
                      (and i'm going to have to re-make that PR. thanks git) (edited)
                      Avatar
                      Allow -u to accept a username string in addition to index, and suppress the User selector even if settings requires it to be shown for one instance only.
                      Avatar
                      narr the reg 1/17/2024 6:40 PM
                      You can always restore a branch closing the PR
                      Avatar
                      I am not at all confident that I had the process right for that clear in my head, but I also wanted to preserve whatever the heck clang-format is doing
                      6:41 PM
                      (temporarily, at least)
                      Avatar
                      narr the reg 1/17/2024 6:41 PM
                      I use git rebase -i origin/master to check which commits are going to be pushed
                      Avatar
                      yeah, and I used to be a lot better at this, I just haven't worked on git projects outside of my own for a while, i've forgotten the specifics of how to handle rebasing and rolling things back properly
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Deliver the Yuzu as a game at Steam. To improve usability on Steam Deck. Similar to what Retroarch did.

                      Why would this feature be useful?

                      • Out-of-the-box support for SteamDeck
                      • Cloud saves
                      Avatar
                      GoldenX86_64 1/17/2024 8:26 PM
                      well dolphin kinda ruined that
                      Avatar
                      should we close this?
                      Avatar
                      GoldenX86_64 1/17/2024 8:29 PM
                      i'll let the others decide, there's no explicit rule against it anyway
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu version 193

                      Description of Issue

                      After updating skullgirls to 1.0.7 the game will be stuck on yuzu loading screen, the exit emulation option will be all black and clicking on it will make the shutting down to be also stuck forever !SkullUpdate1 ![Skullupdated2](https://github.com/yuzu-...
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                      GitHub
                      Click to see attachment 🖼️
                      I can’t even imagine the community hub if we did that. I imagine it would be filled with support requests that would go unanswered forever
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                      GoldenX86_64 1/17/2024 9:06 PM
                      not more places to check please
                      this 2
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                      GitHub
                      Click to see attachment 🖼️
                      someone needs to check these android reports on desktop
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                      Most of them are niche games I don't have
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                      GoldenX86_64 1/17/2024 9:10 PM
                      i don't have it (edited)
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                      I'll check I guess prometheus
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                      GoldenX86_64
                      not more places to check please
                      iirc Dolphin didn't have a way to disable the community hub back when they tried to get a page so that's fun
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                      Yeah, I wasn't sure if Steam allowed that
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4066 and any other versions

                      Description of Issue

                      i got just 0fps and black screen when i start the game with any of the updates. without updates it's just stuck on the loading screen. i can't copy all of the log file because it's 100mb. but i copied the main point of the problem.

                      Expected Behavior

                      to be able to play the game.

                      Reproduction Steps

                      1. Ext...
                      💀 8
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                      GitHub
                      Click to see attachment 🖼️
                      The AMD A10-7800 was a desktop processor with 4 cores, launched in July 2014.
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                      And, uh... An unofficial Windows 10 build
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                      GoldenX86_64 1/17/2024 9:28 PM
                      That's a dual core FX
                      🐌 1
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                      GitHub
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                      Game broken yeah. But it doesn't help they only have 4gb memory on their phone either.
                      10:32 PM
                      Breaks on desktop basically same point as android. On something NVNFLINGER related. (edited)
                      10:34 PM
                      [ 116.424942] Service.Nvnflinger <Error> core\hle\service\nvnflinger\buffer_queue_producer.cpp:Connect:700: already connected (cur = 1 req = 1)
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                      nvnflinger
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                      woop typo
                      10:41 PM
                      The way it hangs forces me to close yuzu in taskbar 😅
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                      ashteranic
                      maybe the version you have installed is different than CI one (edited)
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                      hm. Isn't cmake supposed to install it? Is it getting a newer one than the ci gate is using?
                      11:48 PM
                      (at least, on windows, the documentation claims that cmake installed it when setting up the build)
                      11:51 PM
                      Hm, actually, it does seem to be using a system llvm i installed.
                      11:51 PM
                      (17.0.1, which i installed a couple of days ago)
                      11:55 PM
                      yeah, okay, the version that cmake pulls in automatically is 15.0.7
                      11:56 PM
                      Still, i would have assumed yuzu had a local rule file rather than just accepting the defaults of clang-format
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                      okay, removing my local llvm install and forcing cmake to switch back to one it downloads itself resolved that behavior
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                      This should have been fully embraced before but the items within the popup menu and the adjust controls dialog fell through. This ensures that everything related to the overlay is saved during emulation and can't be lost during a crash.
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                      sigh and the final comment contains piracy site names
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                      Works exactly the same as Virtual gamepad but this engine is a hardcoded engine. If we want custom mappings we must use another engine dedicated just for android.
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                      Affected Build(s)

                      1685

                      Description of Issue

                      After the intro section of gameplay, during a real-time rendered cutscene, the skybox appears completely garbled/corrupted. It may be the smoke effect that's causing this !pop_tlc_garbled_skybox https://github.com/yuzu-emu/yuzu/assets/144477224/649c0ee9-e5a...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Early Access 4069

                      Description of Issue

                      It's possible to create a lobby in The Shoal, select maps, settings, but "A connection error has occurred." happens when trying to start a match.

                      Expected Behavior

                      Like the previous issues I posted, I expect the network features to work just like the Splatoon 2 ones do.

                      Reproduction Steps

                      Just create a lobby in The Shoal and try t...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android V196 and older build v192

                      Description of Issue

                      Game just shows black screen with 30fps when I open fhe game. I'm not sure when it started but I have this since v192. It used to work perfectly fine in older builds like v172. It works on adreno 7xx

                      Expected Behavior

                      To show the logos and go to main menu on booting

                      Reproduction Steps

                      Just use v196 and boot the ga...
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                      This PR makes numerous changes to the fs system, including moving files, unifying error code naming and making fs definitions more consistent with LibHac and other sources. It also adds the path class for use in future code additions. I highly advise to review commit-by-commit.
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                      Build Notification BOT 1/19/2024 2:19 AM
                      Build #20240119.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:20 AM
                      Build #20240119.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      What feature are you suggesting?

                      !Screenshot 2024-01-18 195639 Something where you can keep the yuzu borders while in fullscreen, maybe add it to fullscreen options

                      Why would this feature be useful?

                      people can still change their AA and other quick settings in the borders while not having to exit fullscreen ju...
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                      This part is not technically accurate. But we need to clear the controller state when the aruid is no longer use to keep the state clean next time.
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                      Affected Build(s)

                      Mainline 1686

                      Description of Issue

                      controller of Asus rog ally z1 extreme is not recognised or working. in controller configure I cannot manually configure the buttons and even when set as Xbox 360 controller, the keys are not registering. the controller is not recognised

                      Expected Behavior

                      the Asus rog ally handheld controller should be recognized as a xbox 360 controller ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1686 / Early Access 4072

                      Description of Issue

                      In tour mode, random hole the character disappear (under the ground) and the game become unplayable

                      Expected Behavior

                      !1x !2x ![3x](https://gi...
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                      Build Notification BOT 1/19/2024 2:34 PM
                      Build #20240119.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:35 PM
                      Build #20240119.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I propose that the famous cemu graphic packs be adapted for Yuzu. !image

                      Why would this feature be useful?

                      This would make it easier to install mods and easily increase the quality of the game. I suspect that development will not be easy but if you are motivated it could be a...
                      😅 3
                      lain 1
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                      Bumps MVK from 1.2.5 to 1.2.7 (Vulkan SDK 1.3.275) I have tested with a few games and didn't notice any regressions. Here is the changelog for 1.2.7: Changelog 1.2.7
                      • Add support for extensions:
                      • VK_KHR_calibrated_timestamp
                      • VK_KHR_format_feature_flags2
                      • VK_KHR_vertex_attribute_divisor
                      • VK_EXT_extended_dynamic_state3 (Metal does not support VK_POLYGON_MODE_POINT)
                      • `VK_EXT_headless_s...
                      🍎 2
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                      Affected Build(s)

                      Mainline Build - 5aab1b86c

                      Description of Issue

                      After updating to the latest version my antivirus immediately reported the file as a trojan virus and quarantined it, i then deleted the whole emulator just to be safe, also the leftover files in appdata.

                      Expected Behavior

                      yuzu usually opens up without any antivirus issue in my pc.

                      Reproduction Steps

                      I keep my 360Total Se...
                      9:38 PM
                      🤷
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                      Build Notification BOT 1/19/2024 9:51 PM
                      Build #20240119.8 part of pipeline yuzu patreon stage1 failed.
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                      The title indicates what my goal was with this PR but this does a few things
                      • Makes installers/uninstallers for addons platform-agnostic
                      • Makes most progress bar dialogs in android determinate (no more endless spinning)
                      • Adds an uninstall button for every kind of addon in the android app
                      prometheus 3
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                      clanged again
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                      Just confused by the deranged patch that it suggested
                      10:17 PM
                      Yep that looks good (I never touched that code in this pr)
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                      I think we should probably update clang-format to 17
                      this 5
                      10:18 PM
                      because that is fucking deranged
                      10:18 PM
                      and failed ktlint too
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                      At least I can run a command for that
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1687 / EA 4067

                      Description of Issue

                      Audio is not synced with the video.

                      Expected Behavior

                      Synced audio.

                      Reproduction Steps

                      Just try the game with said builds. Seems like it's an old issue. Any build I tried had it. Tried both Vulkan and OpenGL, both with async compile option on and off.

                      Log File

                      [yuzu_log.zip](https://github.com/yuzu-emu/yuzu/files/1...
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                      Affected Build(s)

                      all builds

                      Description of Issue

                      The game is hard stuck at loading screen. !Screenshot_20240120_060615_yuzu

                      Expected Behavior

                      The game should start after the bar is filled.

                      Reproduction Steps

                      Open the game on yuzu

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-e...
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                      Affected Build(s)

                      Mainline 1687

                      Description of Issue

                      mii editor does not start

                      Expected Behavior

                      I copied the mii in miitopia and tried to check it in the editor and it freese I tried to get them to respond with a discord, but the bot deemed me a pirate and deleted my log file. On top of that, I got a timeout and a warning. 

                      Reproduction Steps

                      [MiiDatabase.zip](https://github.com/yuzu...
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                      Works better with the Material You theme in dark mode, black backgrounds, and just generally looks nice !card_elevation
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                      An attempt to reduce startup time (untested). This compiles multiple basic blocks at a time (i.e. all blocks directly reachable from the current one), and thus tries to reduce W^X overhead. This currently doesn't attempt to follow blocks at predicted return sites, but this an area for potential future work. This currently references a dynarmic dev branch, and thus should not be merged.
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                      To summarise here before I say anything else; for the last 3 days I was tearing my hair out diagnosing an issue that occurs in a windows VM for switch emulators (both yuzu and ryujinx, somehow) in loading screens in one game (BotW) My windows VM had no issues for this software if i just set cpu: host in proxmox, or if I duplicated the entire set of cpu flags which that generates (qm showcmd) into the args: line. BUT if I started poking around with the args: line, including but not limited to disabling the hypervisor (even just changing which hv_ flags are set), then Breath of the Wild would randomly softlock during loading screens. Not sure now how I stumbled upon the solution but I set +invtsc and suddenly not only did the bug go away, I got a whole bunch of extra single-thread performance (5800X3D). (edited)
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                      invariant tsc is important for performance, yeah
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                      You would be surprised how difficult it is to come across this knowledge if you don't basically already know it.
                      3:10 PM
                      @narr the reg https://discord.com/channels/398318088170242053/400106910231035904/1198280365433958412 disabling the two MMU options is insufficient to prevent the softlock. I definitely enabled CPU deugging as well. (edited)
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                      narr the reg 1/20/2024 3:10 PM
                      Alright so it's probably unrelated
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                      I could, however, disable them all and see whether it still crashes softlocks. (edited)
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                      narr the reg 1/20/2024 3:14 PM
                      That will yield with an awful slow experience. Like literally loading the game will take minutes
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                      narr the reg
                      That will yield with an awful slow experience. Like literally loading the game will take minutes
                      right, but if I endure 10 or maybe 20 consecutive loads, then it tells us that at least one of the options is related edit: you weren't kidding about it being slow 💀 (edited)
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                      narr the reg 1/20/2024 3:16 PM
                      yeah
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                      and I can enable the MMU ones since they didn't fix breakage anyway
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                      narr the reg
                      yeah
                      ok, well even with all the CPU debugging boxes unchecked, I do still get the softlock; the logo has remained partially filled for over a minute despite the first 2 loads working (edited)
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                      narr the reg 1/20/2024 3:19 PM
                      That means is not related to any cpu optimization
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                      narr the reg
                      That means is not related to any cpu optimization
                      and yet it is fixed by changing a VM cpu flag - if you or anyone else has any other ideas what i can test then please don't hesitate to ping me
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                      invtsc affects the timing loop
                      3:21 PM
                      not dynarmic
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                      Pharynx
                      invtsc affects the timing loop
                      can this be poked from the outside, as a mere user?
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                      not really no
                      3:22 PM
                      just set the flag and carry on, all hardware since the mid 2000s is invariant tsc
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                      Pharynx
                      just set the flag and carry on, all hardware since the mid 2000s is invariant tsc
                      after I finish spreading the word (a few discord messages, forum/subreddit posts) that may be what i have no choice but to do
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                      okay
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                      but I appreciate everyone's time and if anything ever does come up about this in the future at least we have a new thing to suggest users try (edited)
                      3:27 PM
                      I guess the timing loops of yuzu and ryujinx must be similar in some way, either in exactly what they do, or just in what assumptions they make about the underlying hardware
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                      Pharynx
                      just set the flag and carry on, all hardware since the mid 2000s is invariant tsc
                      That's not true, my intel from mid 2010s doesn't have it
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      All recent

                      Description of Issue

                      When following the steps in the official Yuzu Windows MSYS2 compilation howto there are 2 build errors that are preventing the compilation to succeed. ``` C:/Users/Philipp/git/yuzu-mainline/src/common/fs/file.h:40:25: error: no matching function for call to 'std::basic_ifstream::open(std::u8string, std::ios_base::openmode&)' 40 | fil...
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                      Maide
                      That's not true, my intel from mid 2010s doesn't have it
                      is it documented what CPUs do or don't have it?
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                      Probably not, I just know from Yuzu since we check it.
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                      Maide
                      Probably not, I just know from Yuzu since we check it.
                      You check it, do you? In that case, is my situation in any way useful information for that check?
                      3:47 PM
                      what does yuzu do differently based on the result of that check?
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                      it uses the steady clock instead of the tsc
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                      https://github.com/yuzu-emu/yuzu/blob/master/src/common/wall_clock.cpp#L59-L76 we fall back to using std::system_clock rather than built-in arm/x64 intrinsics. (edited)
                      3:48 PM
                      Actually I take it back, my cpu does have invariant tsc but the frequency is reported as 0 so it fails
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                      is it possible that yuzu is misdetecting my VM CPU as having invariant TSC even when i run it without that flag set?
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                      You can see why i'd ask, though. Or rather, it remains unclear to me why the softlock would occur with the fallback to standard wall clock. (edited)
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                      Closes #12723. std::fstream::open takes a std::filesystem::path as a first argument. The SFINAE indirection is meant to prevent the implicit conversion of std::u8string to std::filesystem::path, but for some reason MSVC accepts this. Explicitly convert for better standards conformance.
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                      Build Notification BOT 1/20/2024 6:36 PM
                      Build #20240120.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:36 PM
                      Build #20240120.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 1/20/2024 6:37 PM
                      Build #20240120.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:37 PM
                      Build #20240120.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:38 PM
                      Build #20240120.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:38 PM
                      Build #20240120.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:38 PM
                      Build #20240120.7 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      Yuzu github V199

                      Description of Issue

                      When I play Minecraft dungeons, I experience a sound bug in Minecraft dungeons https://github.com/yuzu-emu/yuzu/assets/85387395/265634fb-9c62-47a0-aeca-078d6c74e08d

                      Expected Behavior

                      Please fix this sound bug as it is in yuzu pc As on this channel: https://youtu.be/qYh8-VWf3fw?si=-Qm_pEy_KsPIrRAN

                      Reproduction Steps

                      Openin...
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                      Affected Build(s)

                      GitHub build ver 199/ e4f0886

                      Description of Issue

                      Hollow Knight crashes after playing for less then a minute and then it doesn't even boot again, even after clearing shaders, only boots again after a while or if I clear data yuzu. https://github.com/yuzu-emu/yuzu/assets/133346618/f1e764e2-0f87-4b15-a710-3b92e8c010a1

                      Expected Behavior

                      As you cann see in the video,...
                      livereaction 1
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                      the g610 is not the powerful chip you think it is ,also it's a driver issue not a performance issue
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                      Affected Build(s)

                      yuzu 1688

                      Description of Issue

                      The Radar Map during a match is not visible (even set to be active - checked it twice) and the active/selected player ia not highlighted. On my Switch this isn't a thing, but in yuzu this seems to be a glitch!

                      Expected Behavior

                      Selected/active player ahould.be highlighted. Radar Map should be visible when set to active.

                      Reproduction Steps

                      ...
                      ⚽ 2
                      octolingSip 1
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                      Affected Build(s)

                      Yuzu android version 200

                      Description of Issue

                      All my games crash on update v200 after the loading screen and building shaders !v200crash !Crash

                      Expected Behavior

                      Games booting and working just ...
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                      Previously, for fps mods, we had to set 0 or negative swap interval values to unlock the framerate above 60. However, this means we can only lock to mulitples of 120, So to get more granular control we use high swap interval values as a speed limit override. Realistically, no game will ever set the swap interval to a value more than 4, so we use any value of 5 or above as a speed limit override. So for example setting the swap interval to 150 means that we are effectively setting the speed...
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                      Affected Build(s)

                      Early Access 4075 / Mainline 1688

                      Description of Issue

                      After unlocking the Marino and Sea Chart, entering the Great Sea opens a prompt forcing me to open the sea chart for the first time. !image Yuzu crashes when I do that. The first time it managed to draw the chart before crashing, on su...
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                      Affected Build(s)

                      Early Access 4076

                      Description of Issue

                      Not possible to start a match using The Shoal. "A communication error has occurred." happens when trying to do that. No differences between LDN and LAN from the testing experience.

                      Expected Behavior

                      I wish it would work like Splatoon 2 does.

                      Reproduction Steps

                      Try to start a match using The Shoal.

                      Log File

                      LDN Server: [yuz...
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                      Mii edit is broken because some settings config have invalid UUID. This should fix these issues
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                      Narr the Reg 1/21/2024 6:22 PM
                      Approve and merge once CI passes. @t895 we will need a new android build as well to fix timezone issues
                      👍 2
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                      Build Notification BOT 1/21/2024 7:12 PM
                      Build #20240121.2 part of pipeline yuzu patreon stage1 failed.
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                      removed fs pr again and restarted it
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                      Are you going to go the whole way and remove the need to install things Tobi?
                      7:27 PM
                      Cause that would be omega based
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                      Maide
                      Are you going to go the whole way and remove the need to install things Tobi?
                      maybe, ask me again in 6 months :p
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                      What's happening in 6 months?
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                      Narr the Reg 1/21/2024 9:03 PM
                      He will get struck by lightning and be illuminated with fs knowledge
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                      Narr the Reg
                      He will get struck by lightning and be illuminated with fs knowledge
                      correct :)
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                      Oh I was going to look at it as well, not sure if I'll do anything with it, just need the updated nxo64
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                      Maide
                      What's happening in 6 months?
                      all i'm saying is, at my current pace of progress it's not going to be something i will implement in the near future
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                      Maide
                      Oh I was going to look at it as well, not sure if I'll do anything with it, just need the updated nxo64
                      it doesn't need extra fs re
                      9:06 PM
                      just some config keys
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                      I want to do it anyway
                      9:06 PM
                      Well, look at it
                      9:06 PM
                      Maybe I'll give up in 5 minutes
                      livereaction 1
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                      Minor issue I forgot to add back. We had a frontend setting that was removed from core on the rewrite. Use this setting on the correct place instead.
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                      Build Notification BOT 1/22/2024 12:16 AM
                      Build #20240122.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      epic
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                      Just in time for tonight's android build
                      prometheus 3
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                      GoldenX86_64 1/22/2024 12:38 AM
                      nice
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                      Affected Build(s)

                      Mainline 1689 / EA 4078

                      Description of Issue

                      After a recent update to Yuzu, SNACK WORLD: THE DUNGEON CRAWL -- GOLD no longer launches. It was working before a mainline 1688. Something in the most recent update broke this game. It stays stuck on Launching... I have attempted turning off all optimizations, etc in case it was one of those features. I am using Linux flatpak, ...
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                      Allows devs to share debug builds with testers without uninstalling the previous build
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                      Affected Build(s)

                      Daily 200~203 version

                      Description of Issue

                      yuzu android 200(not sure)~203 verison, can not import DLC or UPDATE, but older version can (192 and older), not sure if new features introduced the bug. !9991e17ef22322d0585d0d9b39dc8b84

                      Expected Behavior

                      ![ccc0dd55f5f694e0bbd8506e9cadc373...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1689 / EA 4079

                      Description of Issue

                      A user in the discord is hitting an A/V in Splatoon 2 ```Call Site ntdll!NtWaitForSingleObject+0x14 KERNELBASE!WaitForSingleObjectEx+0x8e yuzu!google_breakpad::ExceptionHandler::WriteMinidumpOnHandlerThread+0x85 yuzu!google_breakpad::ExceptionHandler::HandleException+0xfa KERNELBASE!UnhandledExceptionFilter+0x1e7 ntdll!RtlUse...
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                      This is an issue that I've actually already solved, but because it took me so much time and effort to isolate the cause, I wanted to document the problem in a few places so that if anyone else experiences a similar issue it can hopefully save them a lot of stress. Among other things, my Proxmox...
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                      Is there an existing issue for this?

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                      What feature are you suggesting?

                      !289776640-87faf2b8-c774-4969-9b6e-ab7ed9dba93a !289779920-d4c76e72-0c29-479e-b755-72baa450035a We can move character and rotate screen by using left and right virtual stick in current yuzu....
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                      duplicate
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                      From the same person???
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                      Submit 2 same issue will make it happen x2 fasterlivereaction /s (edited)
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                      Is it possible they submitted the page twice by honest mistake lol
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                      no because the csrf token would have expired
                      6:14 AM
                      the original issue was sent over a month ago
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                      lol wat; oh right yeah, sorry when i looked at the issue numbers i wasn't looking properly and so i only really saw the last digit change from 1 to 2 (edited)
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                      Affected Build(s)

                      Yuzu 200:201:202:203

                      Description of Issue

                      Starting from version 200 of the Yuzu program and higher, a problem appeared related to the display of the date in the game Animal crossing new horizen. The date in the game jumps forward a week. Changing RTC does not help, I tried changing RTC in global settings and in game settings separately.

                      Expected Behavior

                      After installing cu...
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                      • User should put their themes in the "qt_themes" subfolder of Yuzu
                      • Each theme goes in its sub-directory
                        • The name should be a lowercase string separated by underscores (snake case)
                      • If directory name contains "dark", the theme will be considered dark
                      • The directory must contain a style.qss file
                      💝 1
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                      GitHub
                      Click to see attachment 🖼️
                      @Ghost :p (edited)
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      we know log are useful for find bug in game but when consider some games are playable log are no need, in some case log cause some device bottle neck (due storage write and sometimes write more than 3MB size) also it's not good for long term usage (tearing solid storage)

                      Why would this feature be useful?

                      maybe increase little bit performance and reduce storage I/O w...
                      Avatar
                      Avatar
                      t895
                      livelivereaction
                      SleepingSnake 1/22/2024 10:37 AM
                      How could you just close that? All those KB of storage they're going to be missing out on is outrageous!
                      Avatar
                      Think of the performance!!
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Please make the search for new games optional. Yuzu always refreshes the games list even while you are scrolling and resets the current position. It's just bad and makes the whole UI feel janky and unpolished.

                      Why would this feature be useful?

                      It makes the UI nicer and the overall feel of Yuzu. It's just a quality of life change.
                      11:48 AM
                      I mean.... just don't add game than? What is the point if you not gonna play after add game. (edited)
                      Avatar
                      Avatar
                      gidoly
                      I mean.... just don't add game than? What is the point if you not gonna play after add game. (edited)
                      They're referencing how the scroll state resets whenever there's a game list refresh. It's pretty annoying and I should fix it. I won't make the automatic refresh optional though.
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                      It also refreshes when just opening the app
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                      That's right. The list you see on startup is cached info and could be incorrect.
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                      Adds a button to add a game to your homescreen Previously you could only do this via dynamic shortcuts by long pressing the app after booting a game. This helps fill the gaps of that functionality since some launchers don't support dynamic shortcuts (somehow) and launching your games to get a shortcut is pretty tedious. !shortcut
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1690

                      Description of Issue

                      When one of the Super Mario 3D All-Stars game modes is launched, it crashes instantly.

                      Expected Behavior

                      The game launches normally. The game does not crash on Ryujinx.

                      Reproduction Steps

                      Just launch one of the game modes (Mario 64, Mario Sunshine or Mario Galaxy)

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/14011962/yu...
                      Avatar
                      Build Notification BOT 1/22/2024 3:57 PM
                      Build #20240122.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Drafting as these are workarounds for a general pattern of behavior where a resource is unmapped from the SMMU before the GPU has released, which will take more time to fix. 1. Counters can still trigger unmaps when they are not supposed to due to incomplete locking and wrong use of atomics. Protect the entire range before performing any mapping operation. 2. Some resources can get stuck in a state where they are still marked as protected but are no longer device mapped. I investigated th...
                      ❤️ 5
                      Avatar
                      Build Notification BOT 1/22/2024 4:55 PM
                      Build #20240122.5 part of pipeline yuzu patreon stage2 failed.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1689

                      Description of Issue

                      Joycons connected to the steamdeck are found and can be set up as a dual joycon (responsive for SteamOS), but after opening Yuzu, the controllers flash and are unresponsive in game. This behavior was not reproducable on Yuzu Mainline 1680.

                      Expected Behavior

                      User can operate any title using joycons connected to Steamdeck via bluetooth. ### ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Hello, I want to add the option to move the game area to the top of the screen in the settings. On the Samsung FOLD and tablet. !dream

                      Why would this feature be useful?

                      More space for touch screen controls 😉
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1689

                      Description of Issue

                      Whenever I disable my discrete Nvidia GPU and open Yuzu, I then use my integrated Radeon GPU because it's enough for Mario Kart or something similiar. But when I want to play more intense Games like Zelda BOTW I wanna use my discrete GPU. But once I open my Yuzu Emulator with only the integrated GPU the discrete GPU is no longer available in the ...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android-202

                      Description of Issue

                      !Screenshot_20240122-120520_yuzu I have noticed a problem that has been happening in several games, when you have already reached a certain advanced point, playing at stable fps, the game reaches a point where it drops to 0.0fps and the screen automatically ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android-204

                      Description of Issue

                      Yuzu is crashing while playing through this part of Yoshi's Crafted World https://github.com/yuzu-emu/yuzu/assets/16275002/a5b96618-b2f6-4afa-890f-d929256ebb07

                      Expected Behavior

                      Sorry i dont have any video showing expected behaviour.

                      Reproduction Steps

                      crashes during normal play through

                      Log File

                      [yuzu_log.txt](https://github....
                      11:36 PM
                      This pull request has been a long time in the making. But over the years, blocker after blocker has been removed, and now yuzu is able to run multiple guest processes at the same time! (Actually, it was able to back in December, but we wanted to wait until we had something to show off first before announcing it.) This PR consists of two broad parts, which are mostly independent: 1. Presentation rewrite. This was the motivation for #12654 (and later #12685), and was needed to get support f...
                      👀 14
                      🎉 25
                      prometheus 5
                      Avatar
                      Narr the Reg 1/22/2024 11:44 PM
                      It's alive prometheus
                      Avatar
                      The big kahuna
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                      "that wasn't a translation PR"?
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                      Not a bad diff ratio
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                      I honestly can't believe how much I wrote for this
                      💪 14
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                      Looks like it's worth it!
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      The ability to customize overlay controls (toggle, position, size, opacity, etc) on a per-game basis, and to import/export those settings.

                      Why would this feature be useful?

                      Per-game configuration would go a long way to making overlay controls viable--what works for an FPS is different than what's needed for a visual novel, or a platformer, or a racing game. Even...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      GitHub 205

                      Description of Issue

                      Monster hunter now flickers on newer builds, this only happened before on Qualcomm drivers and not on turnip but now it happens on all driver even older turnip https://github.com/yuzu-emu/yuzu/assets/121437250/1b0333b4-fab2-4b7b-b8f7-a78c54d7c236

                      Expected Behavior

                      Lighting doesn't flicker

                      Reproduction Steps

                      Go into game and stan...
                      Avatar
                      Fixes a couple of resource management issues that were found while testing #12756.
                      2:59 AM
                      This is all of the core and am changes--except for surface capture and use of the guest applets--extracted from #12756. This is testable standalone and should ideally not change any application behavior.
                      3:03 AM
                      This is all of the presentation changes extracted from #12756, except for the alpha blending changes which are a bit rough around the edges and still need further RE work to figure out. This requires extensive testing in both Vulkan and OpenGL to ensure that all upscaling and antialiasing modes are still working, and that framerate mods are not affected. It is unclear how the introduction of the hardware composer abstraction will interact with #12730. Games rely on am to create their laye...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I'm looking for a way to activate an input by sliding one finger from one button to the next, for example, let's say I was holding the L button, dragged my finger all the way to R, L will continue to be triggered instead of triggering R, I want that to change so that it can change inputs.

                      Why would this feature be useful?

                      Overall would help with my physical disabili...
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                      duplicate of rollover input issue
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Please allow yuzu to close automatically after exiting the game. This feature is supported by RetroArch and there is an option to enable/disable it, I wish yuzu can do the same.

                      Why would this feature be useful?

                      This is very helpful for people who use a frontend/launcher to start the game (e.g. daijisho/launchbox ) , so user will not have to close yuzu every t...
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                      Mostly used by Qlaunch. Implements a few more settings needed mostly on HID. There are still more to implement but reduces the need for auto stub.
                      6:38 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All

                      Description of Issue

                      Setting GPU driver in per-game settings window more often then not does nothing. Loading the game after selecting the driver can often load previous selection or even fallback to system driver. Multiple Yuzu restarts, switching drivers back and forth and several attempts in going back to game list screen are often needed to "lock" Yuzu to the selected ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      The resolution is lower than 0.5, namely 0.25.

                      Why would this feature be useful?

                      which is expected to make emulation performance on low end devices smoother. Although of course it will sacrifice image detail. But that doesn't matter.
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                      that doesn't work
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                      Why can't we do .25 again? I think there was some reason, but I don't remember
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                      it is possible but the performance isn't improved at all
                      2:06 PM
                      the overhead of copying back to full res textures dominates at such low resolution
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                      Is yuzu ever even that GPU bound on android? (edited)
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                      with nce yeah it can be
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                      Why do Nintendo have functions that purposely corrupt save data?
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                      are they for testing?
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                      Not sure, but if they were, why do they exist publically, why wouldn't that be some internal testing stuff
                      2:41 PM
                      They're on fsp-srv
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                      you might not be able to use them without some npdm fs permissions
                      2:47 PM
                      yes indeed
                      2:47 PM
                      2:47 PM
                      I would bet that only hbl has this permission
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                      I'm gonna implement it in Yuzu and put it in coretiming behind a rand check.
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                      Narr the Reg 1/23/2024 2:51 PM
                      mii database has some corrupt functions as well
                      2:52 PM
                      but they are under the debug interface
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                      GitHub
                      Click to see attachment 🖼️
                      did this actually get fixed with newer versions of cmake?
                      Avatar
                      Found this issue while debugging the setting service. We can't convert from buffer to string directly with begin()...end() since that will include trailing zeroes on the string and any comparison with another string will fail. It also causes issues with logging as the parser doesn't handle this well either.
                      Avatar
                      User reported having issues with his controller. I think this is due requesting stuff a bit more than necessary. This PR reduces the controller calls to a bare minimum without loosing any data. closes #12750
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                      Build Notification BOT 1/23/2024 6:32 PM
                      Build #20240123.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Most Android phones currently use Ultrawide screen ratios, 18:9, 19.5:9, 20:9 and so on. But Yuzu only supports full screen with Stretch game display. So I hope you add the Ultrawide Patch feature, to have true full screen. You can take an example in the Dolphin Emulator, Widescreen Patch. Thank You.

                      Why would this feature be useful?

                      The game will be full screen fol...
                      thonking 5
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Please add filter that can smooth out GBA graphics like xbr filter and a filter that can combo with xbr like hqx4. And also real gba color filter, i got this idea on a gba emulator called pizzaboygba pro, those 3 can combine hqx4+xbr+realgbacolor.

                      Why would this feature be useful?

                      This is useful not just for gba but for indie titles too or tripple a games with pixel...
                      thonking 4
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      207

                      Description of Issue

                      Main character flickers while running. https://github.com/yuzu-emu/yuzu/assets/75146584/06bf425b-0f82-4eb4-92bc-bcf30c734c2a

                      Expected Behavior

                      https://github.com/yuzu-emu/yuzu/assets/75146584/0b2c9402-da65-4a2f-90ed-1f479f633346

                      Reproduction Steps

                      Run persona 5 with android device, turnip R16 driver and 207 build

                      Log File

                      [yu...
                      9:26 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I know this is trivial and not important, but could the corners of the game cover look more rounded like in Skyline?

                      Why would this feature be useful?

                      This will make the cover icon look more in line with Android's Material You Design.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Right now, when you use the keyboard as stick input, you're limited to 8 directions with 45-degree increments. The modifier doesn't change that as it acts the same on the X and Y axis of the stick: a reduced 45-degree input is still a 45-degree input.

                      Why would this feature be useful?

                      By allowing the modifier to multiply the X and Y axis separately on each stick, it...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Builds 186 to 206

                      Description of Issue

                      When entering a race, Grand Prix, Vs or Time Trial, before the countdown end and the race begin, yuzu will freeze and after seconds restart the phone. This happens with every Mesa Turnip Driver, but not when using Default System GPU Driver.

                      Expected Behavior

                      Not restart the phone

                      Reproduction Steps

                      Enter a race

                      Log File

                      I...
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                      doctor, it hurts when I do this
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 8085

                      Description of Issue

                      Opening the Save or Mod Data Location opens the mainline folder. Opening Transferable Pipeline cache works as intended. I am using a portable install for both. !image

                      Expected Behavior

                      It should be opening the early access Save and Mod data fold...
                      Avatar
                      Now like the desktop app, you'll get a warning on startup if your keys failed to decrypt your system firmware. !image Additionally, this removes the "Reinitialize keys" option in the desktop app which has been useless since firmware 6.2.0
                      5:51 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4079 and following

                      Description of Issue

                      I've encountered a noticeable input lag problem while playing Mario Kart 8 Deluxe in multiplayer mode. The problem is specific to both my Switch Pro Controller and official Switch Dual Joy-Con controllers, and it doesn't occur in single-player mode. In an attempt to address this, I unchecked the direct driver options in Yuzu;...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1689

                      Description of Issue

                      In the advanced controller options, Configure Touchscreen's popup is too short by default: Default height | Minimum height without cut off elements -|- !Screenshot_20240124_155154 | ![Screenshot_20240124_155216](https://github.com/yuzu-emu/yuzu/assets/...
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                      Another big implementation from project leviathan. Completely removes old touch code with code that is mostly accurate to FW 16. This is a full implementation. Meaning that every single function is implemented despite if it's used for games or not. The major changes are the following.
                      • Multiprocess support: It now handles aruid handles properly.
                      • Touch input validation.
                      • Proper mutex locking.
                      • Auto pilot support.
                      🎉 13
                      2:40 AM
                      Recently, Windows started shipping an OpenCL/OpenGL/Vulkan compatibility pack, which includes dozen, Mesa's D3D12 to Vulkan compatibility layer. Those new Vulkan devices are called "Microsoft Direct3D (device name)", making them take priority over AMD and Intel devices in yuzu's Vulkan device list due to how the list is ordered (inverse alphabetical order takes priority). This change checks for the Microsoft string and pushes those devices to the bottom of the list, following the other ru...
                      prometheus 5
                      Avatar
                      GoldenX86_64 1/25/2024 2:52 AM
                      you never get bored with emulation, new issues come from literally anywhere
                      Avatar
                      Quoted and framed
                      2:55 AM
                      Better put that in the progress report
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Once again, I hope there will be a resolution option below 0.5.

                      Why would this feature be useful?

                      Might make emulation a bit lighter for low end device. You may think this is not important, but please let me try the feature for myself. After this I won't bother you, just this once. please....
                      Avatar
                      duplicate of issue filed yesterday
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                      We are spending a significant amount of time writing manual serialization and deserialization for service interfaces, and frequently get it wrong because of the argument sorting rules and different handling between buffer types. As we move deeper into more and more involved service implementations, the maintenance burden of doing this is already past unsustainable, and it's clear we need a new solution. Several recent PRs have even started separating out the Result-returning versions of ...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu 206 android

                      Description of Issue

                      Still crash, i thought it Pokemon Violet was fix on yuzu 206 but still crashing

                      Expected Behavior

                      After 10min of gameplay fps starts to go down until it crash

                      Reproduction Steps

                      Alot of crash happens on that log, first is when booting the game it crash alot when booting, then when i got ingame i can play like 10min before fps goes ...
                      Avatar
                      >6gb ram
                      6:58 AM
                      found the answer
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Recent github

                      Description of Issue

                      I am using 8+gen1 and Adreno 730 but when i show logs, it always says my device is adreno 725

                      Expected Behavior

                      It should not recognize adreno 730 into 725

                      Reproduction Steps

                      Just run any games and make a log.

                      Log File

                      yuzu_log.txt.old-2.txt ![Screenshot...
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      Looks like Turnip is misreporting the gpu ID?
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                      This additionally fixes an issue where custom drivers could load inconsistently Closes #12766
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                      Fixes an issue where the list scroll state would be reset after a refresh
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                      Narr the Reg 1/25/2024 3:51 PM
                      Was going to actually report this one. It was a bit annoying
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1692 / Early Access 4084

                      Description of Issue

                      After clearing the final level of the main game, "Bowser's Rage Stage", a bunch of cutscenes follow: The first with the royal seeds plays fine, so does the one of Castle Bowser disappearing. After that a small single-screen freewalk (iirc) cutscene with poplins should play, and the credits minigame should start. These last two...
                      Avatar
                      Avatar
                      Narr the Reg
                      Was going to actually report this one. It was a bit annoying
                      Yeah it was getting on a bunch of people's nerves
                      Avatar
                      Build Notification BOT 1/25/2024 7:20 PM
                      Build #20240125.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      7:23 PM
                      Build #20240125.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      7:24 PM
                      Build #20240125.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Make this selection saves to our Input Profile so we can configurate our games on Steam Deck. !20240125_213407

                      Why would this feature be useful?

                      Make Pokemon and other games playable without losing 5mins of time every time you switch game specific configuration
                      Avatar
                      Build Notification BOT 1/25/2024 8:41 PM
                      Build #20240125.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 1/25/2024 9:18 PM
                      Build #20240125.7 part of pipeline yuzu patreon stage1 failed.
                      Avatar
                      Build Notification BOT 1/25/2024 9:23 PM
                      Build #20240125.9 part of pipeline yuzu patreon stage1 was manually stopped.
                      9:23 PM
                      Build #20240125.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Add A Option To Disable Vulkan 1.1 Extensions AND get better compatibility

                      Why would this feature be useful?

                      For PowerVR GPU. In 2D Games PowerVR Can Run It But You Need to Reduce Vulkan Extensions.All PowerVR GPU Has at least Vulkan 1.1
                      Avatar
                      Mali users don't need that
                      9:32 PM
                      It's on by default
                      Avatar

                      Issue

                      When trying to build either the development branch or the mainline branch, the source compiles fine but ld errors out. I am on Debian testing (trixie) Relevant output: `` [100%] Linking CXX executable ../../bin/yuzu /usr/bin/ld: CMakeFiles/yuzu.dir/configuration/qt_config.cpp.o: in function Config::~Config()': qt_config.cpp:(.text._ZN6ConfigD2Ev[_ZN6ConfigD2Ev]+0x69): undefined reference to `CSimpleIniTempl::~CSimpleIniTempl()' /usr/bin/ld: ../frontend_common/CMakeFiles/fro...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Using OpenGl Using BGFX (Investigate First)

                      Why would this feature be useful?

                      Bro, I have already repeated this to you many times. (PowerVR)
                      Avatar
                      Narr the Reg 1/25/2024 10:05 PM
                      No isn't a valid answer
                      Avatar
                      This implicitly links the simpleini shared object library in the FindSimpleini module. This works in Debian but I have retained the original code path just in case it breaks anything. Possible fix for #12791
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                      GoldenX86_64 1/26/2024 1:32 AM
                      git training
                      Avatar
                      This does a few things related to the controller's focus meaning the highlight you see over buttons to indicate that you can click it
                      • Fixes an issue where you couldn't focus toolbar menu items
                      • Fixes an issue where the in game menu wouldn't be focused when opened
                      • Fixes an issue where container views would appear focused even though they aren't clickable
                      • Fixes an issue where the emulation surface would appear focused and gray
                      • Adds a landscape layout for the game info page
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1688

                      Description of Issue

                      Game attempts to launch, then black screens.

                      Expected Behavior

                      Game starts up as normal.

                      Reproduction Steps

                      Download 1687. Validate Taiko no Tatsujin Rhythm Festival starts up appropriately. Download 1688. Validate Taiko no Tatsujin Rhythm Festival does not start up.

                      Log File

                      [ 0.364855] Input input_common\drivers\udp_c...
                      Avatar
                      Narr the Reg 1/26/2024 2:18 AM
                      Fun ResultVibrationNotInitialized
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                      I think I have that game
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                      Narr the Reg 1/26/2024 2:28 AM
                      Can you give me a log with Service.HID:Debug
                      2:28 AM
                      I need to see how this game setup vibration
                      Avatar
                      It will be a little while before I'm able to provide that (edited)
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                      Narr the Reg 1/26/2024 2:31 AM
                      Let me ask the user then. The Taiko game I have actually works
                      👍 1
                      Avatar
                      That game was in the cheap Walmart section so I thought I might as well pick it up
                      2:35 AM
                      I still have to dump it
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                      Make in/out handle types more useful and ensure domain sessions work correctly
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                      Our devs are on turbo mode (edited)
                      2:37 AM
                      30 pr merged last week
                      💪 5
                      Avatar
                      Avatar
                      gidoly
                      Our devs are on turbo mode (edited)
                      kek 12
                      Avatar
                      AMD users love this one simple trick
                      Avatar
                      GoldenX86_64 1/26/2024 2:52 AM
                      Just kill me
                      Avatar
                      Avatar
                      Pharynx
                      Click to see attachment 🖼️
                      sooo, you mean less productivity? kek
                      Avatar
                      GoldenX86_64 1/26/2024 3:15 AM
                      Less efficiency for sure
                      Avatar
                      Build Notification BOT 1/26/2024 4:05 AM
                      Build #20240126.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:05 AM
                      Build #20240126.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      GoldenX86_64 1/26/2024 4:48 AM
                      Byte, love, please
                      Avatar
                      Avatar
                      GoldenX86_64
                      Byte, love, please
                      you know you love it
                      4:54 AM
                      also you don't have to include any of the ones I just merged
                      Avatar
                      GoldenX86_64 1/26/2024 4:55 AM
                      happy noises
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1693

                      Description of Issue

                      3D character models will appear and disappear (flicker) about every other frame when they are animating in any manner

                      Expected Behavior

                      3D character models don't flicker during animation

                      Reproduction Steps

                      Load the game Select "Game Selection & Musuem" Press R three times to open the Museum section Select "Animation Studio" Select...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1693

                      Description of Issue

                      The background models in the 3D games of the collection have weird colors and no textures.

                      Expected Behavior

                      Background models display with their intended colors and textures.

                      Reproduction Steps

                      Load the game Select "Game Selection & Musuem" Press R one time to open the "Dual Destinies" section Select "New Game" Skip through t...
                      Avatar
                      Some games enable vibration before npad is initialized. Others like Taiko no Tatsujin Rhythm Festival send vibrations before vibration is initialized. I reviewed the code a couple of times but there's no mistake from my RE. The only explanation I found is that vibration is probably already initialized from system side. To fix this issue I simply avoid any vibration while the handle is inactive. Fixes #12797
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1693

                      Description of Issue

                      Battle cats unite wont get past the starting loading screen (black screen with a cat) displays 0 fps. when you close the game the cat in the bottom right corner starts moving

                      Expected Behavior

                      Supposed to load right into the game

                      Reproduction Steps

                      1.Click on the game within yuzu 2. wait and the freeze will be noticeable ### Log Fil...
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                      I already bisected when this started, it regressed on mainline 1568. Need to bother dev to look in to it
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                      Affected Build(s)

                      Android 212

                      Description of Issue

                      If I cancel the "Verify installed content" function in settings, I get a in my opinion wrong "Integrity verification succeeded!" message. If I cancel this funktion in the game details info screen, I got the Message "Integrity verification couldn't be performed".

                      Expected Behavior

                      Same message on cancel

                      Reproduction Steps

                      Settings -> "V...
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                      Affected Build(s)

                      yuzu 1692 (current flatpak version)

                      Description of Issue

                      After the system has just booted up, the combo box for selecting the vulkan graphic device is empty. And starting a game returns an error. !image ![image](https://github.com/yuzu-emu/yuzu/assets/31775749/b1fead5d-74f9-4496-96ed-1f8...
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                      Affected Build(s)

                      All builds

                      Description of Issue

                      The shadows in Assassin's creed 4 black flag (rebel collection) are not visible this problem exists from a lot of time and no one raised the issue. I tried every setting and turnip drives in Yuzu Android GitHub version 212. This problem is exist only in Assassin's creed 4 black flag tried other Assassin's creed games but they are not booting. I also...
                      11:21 AM

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                      Affected Build(s)

                      Yuzu Android v212

                      Description of Issue

                      Not booting any game on iqoo z8 dimensity 8200. Like naruto connection. Even its working on dimensity 8050 and others. But its not on my iqoo z8 that have dimensity 8200.

                      Expected Behavior

                      https://github.com/yuzu-emu/yuzu/assets/157801697/a1918ae1-a2d5-4154-924a-b8775f28d497 ![Screenshot_20240111_222735](https://github.com/yuzu-emu...
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                      Adds another case to the installed content check so that if you press cancel, it won't say "Integrity verification succeeded!" and instead say "Integrity verification couldn't be performed" Closes #12804
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                      Build Notification BOT 1/26/2024 2:56 PM
                      Build #20240126.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:57 PM
                      Build #20240126.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:57 PM
                      Build #20240126.6 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 1/26/2024 2:58 PM
                      Build #20240126.7 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 1/26/2024 3:04 PM
                      Build #20240126.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      7:56 PM

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                      Affected Build(s)

                      All Yuzu builds.

                      Description of Issue

                      Mr. Game&Watch decreases the FPS in Yuzu compared to anyone in the game. If you use a combination of Mr. Game&Watch and Hallow Bastion the FPS drops are even higher. I do not know why. You're probably wondering "Why is this a big deal? Who wants to play with an unlocked FPS anyway the game will be too fast and unplayble?" Well there's...
                      👍 3
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                      weird
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                      Yuzu adapting itself to fit the low FPS retro-style, amazing
                      DogeKek 7
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                      Others have confirmed the issue, it's very odd
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                      Affected Build(s)

                      212 and previous

                      Description of Issue

                      Compared to version 181, in JIT games like Dodonpachi, Espgaluda 2, the performance is ~ 50% worse, from full speed 60 fps to 30 even 20 fps in exact same spots with same settings. Another example, in NCE game Ninja Gaiden 2, it's the worst perf. ever so far, from 60 fps to mid 40 fps in the same exact spot. From the versions i tested, versi...
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                      Affected Build(s)

                      Yuzu 1694

                      Description of Issue

                      No dumped game is able to be played in Vulcan. OpenGL works but performance isnt acceptable(very laggy). No matter how i dump a game from my switch once i try to start it in vulcan it crashes after loading the shaders or it and if i try to verify the integrity it always results in a "File contens may be corrupted" promt. vkdiag doenst report anything...
                      livereaction 8
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                      Bro thinks he's software rendering
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                      user should seek support on discord
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                      Affected Build(s)

                      All of the Yuzu builds i've ever tested.

                      Description of Issue

                      Steve specific bug (or at least it seems so far) When I mine (steve neutral B on the ground) "too much" (this is an hypothesis but it really seems linked to that) some of the lighting and effects of Steve's attacks, and even the opponent's attack seems to be missing/broken Also this bug has happened on multiple dif...
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                      Also adds some fixes/improvements to the new IPC usage from @liamwhite, and a fix for MSVC not showing some files from @merryhime.
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                      that's a crazy diff
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                      That's why it took so long
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                      UI like the driver manager expects the global settings to be loaded when in the MainActivity so we reload global config to properly reset state on exit.
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                      Affected Build(s)

                      GitHub 213

                      Description of Issue

                      Game fails to boot just stops on a black screen. This happens on both system and turnip

                      Expected Behavior

                      Game runs

                      Reproduction Steps

                      Launch game

                      Log File

                      d2r 213yuzu_log.txt

                      System Configuration

                      CPU:8 gen 2 GPU/Driver: system and r16 RAM: 8 OS: ...
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                      might be regression with am change? @Pharynx
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                      maybe, game is absolutely spammed with network errors though
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                      Affected Build(s)

                      213

                      Description of Issue

                      the game stuck when trying to connect online !IMG_20240127_205429 build 212 don't have this problem.

                      Expected Behavior

                      it should show error after trying to connect online ![IMG_20240127_205441](https://github.com/yuzu-emu/yuzu/assets/97207704/35ff83d4-8d10-44...
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                      1. Fix nx_tzdb build crashing at runtime when the archive exists but isn't unpacked 2. Fix a null pointer dereference in input code that seems to consistently trigger on one of my machines
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                      What feature are you suggesting?

                      I've been experimenting with running Yuzu on my Raspberry Pi 5 using Libreelec, but I've hit a bit of a roadblock. I attempted to use the appimage, but it seems to be designed for a different architecture. Has anyone successfully managed to run Yuzu on a Raspberry Pi 5? In best case I'd like to run it from Libreelec, but also happy to run on Raspbian. I'm eager to lear...
                      kek 8
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                      Affected Build(s)

                      ce2eb6e8eefaddf641165ef4207a8a9e8c6937ed

                      Description of Issue

                      I'm trying to build Yuzu for my Intel MacBook using this instructions: https://yuzu-emu.org/wiki/building-for-macos/ With some modifications, see reproduction steps. It fails at step 1266 as you can see in log attached.

                      Expected Behavior

                      It compiles.

                      Reproduction Steps

                      ``` git clone --recurse-submodule...
                      Avatar
                      @Mary ^ more fs path stuff?
                      8:05 PM
                      should i PR a macos test build on github actions
                      Avatar
                      well, the macos CI build is currently succeeding
                      8:06 PM
                      to be fair this user is using a relatively old version of macos
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                      oh! we already have a macos build.
                      8:09 PM
                      i'll build this locally and see what happens.
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                      … does vulkanvk actually even support what yuzu wants these days
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                      GoldenX86_64 1/27/2024 8:49 PM
                      Nope
                      8:50 PM
                      Vkvk
                      kek 4
                      Avatar
                      Also fixes builds on unusual toolchains where:
                      • u32 is unsigned int
                      • u64 is unsigned long long
                      • uintptr_t is unsigned long
                      Which results in a build error when one AtomicCompareAndSwaps with a uintptr_t.
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                      Affected Build(s)

                      Yuzu 1694/1695

                      Description of Issue

                      Randomly getting this error below when loading into a match. It's the first time i've seen this error. Other programs and games install/works just fine. !image

                      Expected Behavior

                      It happens just right before it finishes loading a match, the whol...
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                      (issue is a device loss)
                      9:47 PM
                      More system settings. This one is focused on audio. I need to bump the version file since we need vibration to be enabled for everyone.
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                      Hello, i have been attempting to look into the totk recall animation issue. Looking thru several PRs, i found this: https://github.com/yuzu-emu/yuzu/pull/11554#issuecomment-1750024070 and i added this field (gob_3d) into the struct as described, and added some code in ImageInfo and texture cache util.cpp which reads this value. But it seems it either has either no effect, or it is not being written from the "other side" (probably somewhere in the maxwell code). Hmm. Didnt push the code yet, it just works partially with an uninitialized value. And crashes then in the purah outpost cutscene. Was just curious if something related to this issue is the works, or if i should continue investigating this.
                      Revoke #10433 as a temp solution to fix OLD texture error in multiple games, especially for Android player who start to play ns games after yuzu for Android released since old versions before mainl...
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                      Avatar
                      scorpion81
                      Hello, i have been attempting to look into the totk recall animation issue. Looking thru several PRs, i found this: https://github.com/yuzu-emu/yuzu/pull/11554#issuecomment-1750024070 and i added this field (gob_3d) into the struct as described, and added some code in ImageInfo and texture cache util.cpp which reads this value. But it seems it either has either no effect, or it is not being written from the "other side" (probably somewhere in the maxwell code). Hmm. Didnt push the code yet, it just works partially with an uninitialized value. And crashes then in the purah outpost cutscene. Was just curious if something related to this issue is the works, or if i should continue investigating this.
                      the issue is that most of the texture decoders code is cobbled together with rubber bands and twine and is not actually based on rigorous hw testing
                      12:49 AM
                      there have been a number of attempted patches to fix this issue
                      12:49 AM
                      but the file needs to be completely rewritten with a proper understanding of maxwell swizzling and tiling
                      Avatar
                      hmm, is that maxwell swizzling/tiling behavior documented openly somewhere ?
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                      in the tegra x1 trm, for instance
                      12:56 AM
                      chapter 20
                      12:57 AM
                      but it does not actually have enough detail to fully implement it
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                      mmm, too bad
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                      this is such a frustrating line to read in a TRM
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                      sounds a bit too vague for an exact description, yes
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                      Sorry I'm late <3
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                      that was such a ridiculously fast loading screen, that's not even edited???
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                      Nope lol
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                      finally, nice work :3
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                      Aw man it has a conflict with the am rewrite I'll just untag it for now 😔
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                      I will merge it and rebase am
                      1:25 AM
                      well eventually, I'm still making these config changes
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                      That's fine, take your time
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                      Build Notification BOT 1/28/2024 2:50 AM
                      Build #20240128.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      That feel when android is 10x faster than PC
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                      Maide
                      That feel when android is 10x faster than PC
                      clang go brrr
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                      It's NCE doing it I thought?
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                      Petition to move to clang
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                      you mean runtime perf?
                      3:24 AM
                      I thought you were talking about compile perf
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                      Pharynx
                      you mean runtime perf?
                      Loading perf maybe
                      3:24 AM
                      With footage from multiprogram android pr
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                      some games boot way faster than others anyway, this is probably one of those
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                      No I meant his video
                      3:28 AM
                      Loading a game in 0.3 seconds
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                      Now try with 20K shaders
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                      Avatar
                      Maide
                      Loading a game in 0.3 seconds
                      boot time on linux is typically 2-3 seconds faster than windows because the windows kernel doesn't have a fast way to set memory to zero
                      3:32 AM
                      and android is linux
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                      Memory is 0 on allocation
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                      we are not able to reallocate it in this case
                      3:35 AM
                      I tried
                      3:35 AM
                      it doesn't work
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                      Reallocate maybe but first allocate
                      3:39 AM
                      For booting
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                      Give me cookie for accidently make to see it
                      4:32 AM
                      kek
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                      Fixes a regresssion in #12796 where the card could appear focused
                      Avatar

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                      Affected Build(s)

                      #216

                      Description of Issue

                      https://github.com/yuzu-emu/yuzu/assets/78664886/87db510f-d620-468f-8902-c04b0ff5c91f

                      Expected Behavior

                      it loads flashing and then it crashes

                      Reproduction Steps

                      The Lara Croft Collection save data - 2024-01-28 10_55.zip ### L...
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                      Hi... do you maybe know how to read this colon notation ? like #define NVB197_TEXHEAD_BL_GOB3D MW(109:109) ? Like what does the define refer to ? I would have guessed something with bitfield... offset:length, start:end ? hmmm ... and what could MW() mean... did neither find another definition nor an include for this. This is taken from https://github.com/NVIDIA/open-gpu-doc/blob/master/classes/3d/clb197tex.h#L448. The goal is that i am trying to understand how a proper texture struct may look like (matching to this definition)
                      Documentation of NVIDIA chip/hardware interfaces. Contribute to NVIDIA/open-gpu-doc development by creating an account on GitHub.
                      Avatar
                      https://github.com/jokla/ros_gmsl_driver/blob/master/include/drive-t186ref-linux/include/p4-mirror/sdk/nvidia/inc/nvmisc.h#L196
                      // Multi-word (MW) field manipulations. For multi-word structures (e.g., Fermi SPH), // fields may have bit numbers beyond 32. To avoid errors using "classic" multi-word macros, // all the field extents are defined as "MW(X)". For example, MW(127:96) means // the field is in bits 0-31 of word number 3 of the structure.
                      👍 2
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                      Affected Build(s)

                      Mainline 1694

                      Description of Issue

                      The audio is broken from when the game loads. You can only hear a crackle every second as if it trying to play something. Visuals and latency appear OK, although I haven't progressed much in the game due to this issue. Game Update Version - 1.0.0.3

                      Expected Behavior

                      The audio should play as expected.

                      Reproduction Steps

                      Load the game ...
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                      Eliminate mprotect overhead; attempts to improve start-up speed. As this is just a change to the way memory is allocated, in theory, this should not cause any regressions.
                      Avatar
                      Build Notification BOT 1/28/2024 4:58 PM
                      Build #20240128.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:58 PM
                      Build #20240128.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:59 PM
                      Build #20240128.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:01 PM
                      Build #20240128.6 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      Mainline 1696

                      Description of Issue

                      On intel Arc GPUs Metroid Prime Remastered has flashing geometry corruption when rolled up in a ball and moving around. See picture below: !Metroid Prime Remastered corruption

                      Expected Behavior

                      I tried on an Nvidia GPU on Yuzu and there was no ...
                      intel 5
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                      Steps to reproduce crash: 1. Setup graphics backend to be Null. 2. Open the settings window. 3. Close the settings window. 4. Crash occurs.
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                      Affected Build(s)

                      mainline 1969

                      Description of Issue

                      game freeze and screen get white after play a while and can not stop in the last yuzu mainline,log shows: Service.NVDRV core\hle\service\nvdrv\core\nvmap.cpp:PinHandle:222: Ran out of SMMU address space! it is just too big

                      Expected Behavior

                      game just freeze

                      Reproduction Steps

                      I dont know

                      Log File

                      [yuzu_log.txt.old.zip](http...
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                      Build Notification BOT 1/28/2024 8:03 PM
                      Build #20240128.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:03 PM
                      Build #20240128.9 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:04 PM
                      Build #20240128.10 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Affected Build(s)

                      v213

                      Description of Issue

                      old versions can go in-game....i tried all new versions and the game stopped going in-game starting from v213

                      Expected Behavior

                      as always going in-game

                      Reproduction Steps

                      launch the title(rebel collection for example) select base game(black flag) ...wait for seconds till it's 0fps and exit the game...relaunch it again to be able to go in ga...
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                      I implemented those buttons to see if they where detected by applets. Sadly applets don't detect anything. Seems like all is handled by AM.
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                      Affected Build(s)

                      Android-217

                      Description of Issue

                      (Samsung S23 Plus) Yuzu seems like it cannot access my game folder even when giving it permission. I have good prod.keys and firmware. The game files work on my computer. But on my phone it seems the app cannot detect the games.

                      Expected Behavior

                      On my computer the games just automatically appear when game folder is added. ### Reproduction ...
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                      Affected Build(s)

                      Mainline 1696

                      Description of Issue

                      wont work, keeps crashing (or closing, there are no crash dumps being produced) every time i try to play a game

                      Expected Behavior

                      load and run the game

                      Reproduction Steps

                      1.open the emulator 2.select a title 3.wait for loading 4.see yuzu close

                      Log File

                      [yuzulog.txt](https://github.com/yuzu-emu/yuzu/files/14080155/yuzu...
                      intel 3
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                      Build in ubuntu jammy arm64 gcc 11 with cmake cmd VCPKG_FORCE_SYSTEM_BINARIES=1 cmake .. -GNinja -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_CXX_COMPILER=g++-11 -DYUZU_USE_QT_WEB_ENGINE=ON -DLINUX=1 -DYUZU_USE_BUNDLED_VCPKG=ON This commit fixes build error: ``` /build/deb_build/yuzu-0-1696/src/core/hle/service/set/setting_formats/system_settings.cpp:47:53: error: no match for ‘operator=’ (operand types are ‘Service::PSC::Time::LocationName’ and ‘’) 47 | settings.device_time_zone_location_n...
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                      Affected Build(s)

                      All builds

                      Description of Issue

                      I have connected my wired Xbox 360 controller to my phone with an OTG cable but while playing games in the Yuzu V212 the game pad does not vibrate. I have also enabled the vibration on inside the game settings but still not getting any type of vibrations. The games I tried are Assassin's creed 4 black flag, Batman Arkham Asylum & Arkham City. The ga...
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                      Affected Build(s)

                      android-218

                      Description of Issue

                      Choose Thief to start the game and complete the first chapter of the teaching level. After escaping the sewer and returning to Blacksnakes, the screen turns white !image ![image](https://github.com/yuzu-emu/yuzu/assets/17252784/8a2ac7d6-56c4-4966-b165-9b3...
                      Avatar
                      Hello, for some reason a local build of the functionally unchanged mainline repo (mainline/master, to be exact) causes a crash when attempting to load a cutscene, whilst it works without problems in the latest mainline binary. I build it via the ci scripts under linux (calling exec.sh and upload.sh) so i get an appimage i can download to my steam deck for testing. so gcc 12.2.0 (the version in the docker image, i suppose ?) is being used for this. I wonder what may cause this weird issue... the cmake call in docker.sh is unchanged btw. I could send you a yuzu log if necessary and maybe the save state. Since this is a local build, i am really unsure whether this belongs to the github issues... My goal was to look into the recall animation issue, but if things already crash without code modification in a local build, i cant do much about it 😦 I am building this on a different machine than my steam deck, btw (but it is less capable cpu / gpu wise, so it wont run yuzu)
                      12:03 PM
                      theoretically, using the ci scripts "should" produce the same binary as in the release, right ? except for some naming
                      Avatar
                      Build Notification BOT 1/29/2024 2:10 PM
                      Build #20240129.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:11 PM
                      Build #20240129.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:11 PM
                      Build #20240129.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Avatar
                      scorpion81
                      Hello, for some reason a local build of the functionally unchanged mainline repo (mainline/master, to be exact) causes a crash when attempting to load a cutscene, whilst it works without problems in the latest mainline binary. I build it via the ci scripts under linux (calling exec.sh and upload.sh) so i get an appimage i can download to my steam deck for testing. so gcc 12.2.0 (the version in the docker image, i suppose ?) is being used for this. I wonder what may cause this weird issue... the cmake call in docker.sh is unchanged btw. I could send you a yuzu log if necessary and maybe the save state. Since this is a local build, i am really unsure whether this belongs to the github issues... My goal was to look into the recall animation issue, but if things already crash without code modification in a local build, i cant do much about it 😦 I am building this on a different machine than my steam deck, btw (but it is less capable cpu / gpu wise, so it wont run yuzu)
                      Narr the Reg 1/29/2024 2:11 PM
                      If you are hitting access violation you need to ignore those. Those are caused due how fastmem works
                      Avatar
                      Build Notification BOT 1/29/2024 2:11 PM
                      Build #20240129.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:12 PM
                      Build #20240129.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Avatar
                      Narr the Reg
                      If you are hitting access violation you need to ignore those. Those are caused due how fastmem works
                      Hmm, the only suspicious line in my log is HW.Memory <Error> ./core/device_memory_manager.inc:operator():456: Unmapped Device ReadBlock @ 0x000000008B01C000 (start address = 0x000000008B00D000, size = 69632) I guess this counts as access violation, but yuzu will crash then
                      2:21 PM
                      Can you set the log "verbosity" of yuzu without needing to recompile as debug version ? i was thinking i saw somewhere a setting for it, but idk anymore
                      Avatar
                      Narr the Reg 1/29/2024 2:23 PM
                      you can change that on the config menu
                      2:23 PM
                      general->debug
                      Avatar
                      Avatar
                      scorpion81
                      Hello, for some reason a local build of the functionally unchanged mainline repo (mainline/master, to be exact) causes a crash when attempting to load a cutscene, whilst it works without problems in the latest mainline binary. I build it via the ci scripts under linux (calling exec.sh and upload.sh) so i get an appimage i can download to my steam deck for testing. so gcc 12.2.0 (the version in the docker image, i suppose ?) is being used for this. I wonder what may cause this weird issue... the cmake call in docker.sh is unchanged btw. I could send you a yuzu log if necessary and maybe the save state. Since this is a local build, i am really unsure whether this belongs to the github issues... My goal was to look into the recall animation issue, but if things already crash without code modification in a local build, i cant do much about it 😦 I am building this on a different machine than my steam deck, btw (but it is less capable cpu / gpu wise, so it wont run yuzu)
                      a crash when attempting to load a cutscene
                      ffmpeg related?
                      Avatar
                      well, not quite sure... i found out that i have been using an 8 months old linux-fresh docker image in order to build my appimages. Atm i am trying to make a newer one, but indeed there were some ffmpeg issues, like missing dependencies for swscale, avfilter, avconfig, avutil. Trying to fix this now by making a local docker image
                      Avatar
                      ah, and btw, if GCC 12 is installed, the Linux build page on github recommended to use Clang 14+ instead ? hmmm
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                      you can use gcc 12 or 13 if you want
                      2:51 PM
                      however clang will complete compiling much faster
                      Avatar
                      ah i see
                      Avatar

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                      Affected Build(s)

                      1697

                      Description of Issue

                      Image is darker than expected: !image

                      Expected Behavior

                      Ryujinx brightness / contrast / gamma - should be the same in Yuzu: !image

                      Reproduction Steps

                      Install...
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                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      @emufan4568 msaa resolve shader doesn't deal with srgb correctly I think
                      Avatar
                      hmm, i did test with astc decoder and video decoder set to cpu, also with opengl/glsl... always the same error like before. HW.Memory <Error> ./core/device_memory_manager.inc:operator():456: Unmapped Device ReadBlock @ 0x000000008B01C000 (start address = 0x000000008B00D000, size = 69632) leading to a sigsegv... with unmodified sources of mainline 1696, but built with the ci scripts and the docker image, involving gcc 12.2.0
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                      what is the stack trace on the segv
                      Avatar
                      hmm is it also in the logs ? i ran with loglevel info... or how can i get a stacktrace without building a debug build and running it in the debugger ?
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                      just run in the debugger
                      4:51 PM
                      you don't specifically need a debug build
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                      aaah, because of RelWithDebInfo ?
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                      even without debuginfo, on amd64 linux because of abi compat stuff names of code symbols are preserved
                      4:53 PM
                      but since you have it, it will produce better results
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                      hmm i just did "gdb yuzu.AppImage" now... seems to run, but says there are no debug symbols found. I run the appimage on my target device, the steam deck... do i need to manually extract it beforehand and just point the gdb to the yuzu binary instead ?
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                      for now it doesn't matter if there are no debug symbols, just run it
                      5:00 PM
                      it still has function names
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                      ok i report back when it crashed again
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                      ok, seems it could be related to ffmpeg ? -> av_hwframe_transfer_data() -> from libav ?! hmmm but not sure
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                      try using software decoding instead
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                      does this refer to NVDEC emulation ? if so, it is already set to CPU
                      5:19 PM
                      it should never be calling hwframe_transfer_data when not using hardware decoding
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                      well it is set to CPU in the "per-game" setting, in the default config its still on GPU. I can try to set it there instead. Maybe it doesnt take the game setting as override properly
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                      This is now possible. So I prefer to use it on any reference that shouldn't be modified.
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                      Pharynx
                      uhh
                      hmm even when set in default config, it seems to call the same function again... odd
                      5:27 PM
                      maybe this is some integrated GPU issue ? just guessing this time...
                      Avatar
                      hmm, i am recompiling yuzu now from scratch, i deleted the build and the ccache folder to be sure, and i also re-made the docker image locally to be sure. Maybe something was wrong with the build system here, lets see
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                      Build Notification BOT 1/29/2024 8:28 PM
                      Build #20240129.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Avatar
                      Pharynx
                      @emufan4568 msaa resolve shader doesn't deal with srgb correctly I think
                      holothink If it's doing an MSAA convertion on an srgb image then it probably needs to be converted to draw to be handled correctly
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                      this game uses 8x msaa everywhere
                      8:34 PM
                      and still looks like a big pile of doo doo
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                      ok, it turned out my build setup here was kinda messed up / outdated. Rebuilding from scratch helped a lot, and getting rid of the old build and ccache dirs too. Now my own compiled build doesnt crash anymore regarding to entering a cutscene in totk. I am just taking this as temporary fix / workaround for the recall issue. It might break elsewhere but serves the purpose for me, for now. I think i will update my own build from time to time by applying this patch to more recent versions of mainline, until maybe a proper fix is found. Just leaving the small diff here for reference (but this is known already)
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                      it breaks the gloom
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                      does it ? for me it (currently) is working, i only modified the tileshift function... the gloom fix was in AdjustMipBlockSize. A (wrong) combination of both of this may break elsewhere, but atleast on my machine the gloom and the recall work... not sure if related, but RAM (not so much VRAM) usage is quite high with totk.
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                      it will happen whenever the texture gets flushed from vram
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                      i mean the RAM usage could be too high because of that... aaaah i see, ok... hmmmmm
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                      it's formed correctly in the texture cache by a series of 64 memory copies that construct it
                      8:58 PM
                      then when it gets dumped out and reloaded, wrong, because the wrong swizzle parameters are used
                      8:58 PM
                      I have no idea why their engine does it like this
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                      hmmmmm, so if i for example delete my cache, and re-enter this scene, it will be apparent ?
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                      yuzu's cache deletion options don't apply to the texture cache because the entire contents of it are rebuilt every time you launch a new program
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                      oh ok
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                      the video caches are all transient
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                      so basically "extracted" textures are not stored on disk like compiled shaders, right ?
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                      so on the original hardware maybe some quirk was used to achieve those texture look ? atleast i was thinking i read this somewhere in the related PRs
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                      no, it's just a bug
                      9:01 PM
                      hardware doesn't do anything special
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                      okies, so is some bigger texture cache rewrite in planning or in the works ? I tried to read and understand the code, but its a bit mind boggling in that place. Looks not so readable, is it written like this because of performance constraints ? (edited)
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                      I don't have anything currently planned but most of the video core code is abysmal and needs at bare minimum a refactor pass to separate class responsibilities
                      9:06 PM
                      I ran into this immediately while working on applets branch and refactored a bunch of the presentation code to be slightly less unmaintainable
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                      I mean i would try to help, but i still have a bit trouble to see the "big picture" of how the entire video core code works, respectively what belongs where so to say, and how it interacts with the other parts of yuzu. Like if for example the game code being executed "requests" a shader, a texture or something along the lines, which route the execution takes throughout yuzus code. In order to get the output to vulkan.
                      Avatar
                      it doesn't request a shader
                      9:11 PM
                      the gpu has a bunch of microcode running on it that responds to certain areas of memory being written to
                      9:11 PM
                      a typical application would set up the needed pipeline state and write to a register that kicks off a draw
                      9:12 PM
                      and that pipeline state is pointers to other gpu memory that contains the shader
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                      do we talk here about the emulated tegra / maxwell gpu or the target gpu ?
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                      emulated
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                      so, if you got the starting address and length of the shader (probably in compiled form) you go there and decompile it to glsl ? or how can you imagine this ?
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                      you don't actually know the length
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                      i think you somehow need to transfer this shader in some form to the target gpu
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                      you look for a sequence of ending instructions that show where the end of it is
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                      aah, so an ending mark, i see
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                      it's in compiled form, when a draw is kicked off the pipeline cache will determine which shaders are in use and compile them if needed, then do pipeline setup based on what the shader requires
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                      but dont you need the "source" of the shader in order to recompile it ? is that easy to retrieve ? aka stored as is, or in some 1:1 accordingly transformed form ?
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                      it's in compiled form
                      9:18 PM
                      you disassemble it and then construct a new shader program that implements the same semantics as its assembly instructions
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                      aaah, disassembling it, i see. you get some "assembler like" code then like mov x,y ? But how does the opengl GLSL mode work then, if you dont actually have the glsl ?
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                      you construct glsl that implements the same semantics as the maxwell assembly
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                      oooh, that sounds interesting, and complicated i think... some "reconstruction" of the same semantics in readable source form
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                      We don't request that perm- nevermind...
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                      We need more permissions
                      9:48 PM
                      Perhaps location
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                      Maybe contacts as well (edited)
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                      Sounds familiar
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                      Default shortcuts were chosen as to be intuitive (use the first letter of the action, or the second word's first letter) and work on all types of keyboards. The hotkeys can be used while playing a game too, as they are application-wide.

                      Preview

                      !image
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                      • Follow-up to https://github.com/yuzu-emu/yuzu/pull/12850. After connecting to a room, the chosen filter text, "Games I Own", "Hide Empty Rooms" and "Hide Full Rooms" values are persisted to configuration so they are preserved across restarts. This makes it easier to rejoin a room if you regularly play the same game, or after a crash.
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                      • Full lobbies have their player count displayed in red.
                      • Lobbies with one slot left have their player count displayed in orange.
                      • Empty lobbies have their player count grayed out.
                      This makes the lobby list easier to visually parse.

                      Preview

                      Light theme

                      !Screenshot_20240130_010523 ![Screenshot_20240130_010713](https://github.com/yuzu-emu/yuzu/assets/180032/b648eb2a-1e39-4453-8c87-0d...
                      Avatar

                      Issue

                      I want to build an APK file from the Yuzu Fork, but don't know how. I tried using Android Studio but couldn't build the APK. Any solution?
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I would like the ability to change the save file directory in yuzu that way i can sync saves across devices seamlessly utilizing my google drive.

                      Why would this feature be useful?

                      Its a super fast and efficient way to sync saves between multiple devices.
                      Avatar
                      I want to add hardware IDs to the controls profiles so that as long as a profile exists and a device is connected that matches the hardware IDs it will automatically be connected. The reason I want to add this is because I have an xbox controller that I connect/disconnect often that that yuzu app keeps resetting input device to any. I have to reconfigure the buttons often and its a bit annoying. Some people on the subreddit have mention this what I have said about having to configure the input device each time. https://www.reddit.com/r/yuzu/comments/15yhdum/yuzu_keeps_switching_input_device_to_any_device/ Would it be fesible to add hardware IDs to profile and load the correct input device based on the hardware ID? (edited)
                      Explore this post and more from the yuzu community
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1696 (nixpkgs)

                      Description of Issue

                      If you go through doors too fast, the log kicks out errors (check log file) and the game crashes, instantly filling all available RAM. I can send over the specific save I'm using if that is of use.

                      Expected Behavior

                      It to not crash. And if it does crash, don't leak memory, it causes my system to die.

                      Reproduction Steps

                      • Loa...
                      Avatar
                      Avatar
                      hrngylime
                      I want to add hardware IDs to the controls profiles so that as long as a profile exists and a device is connected that matches the hardware IDs it will automatically be connected. The reason I want to add this is because I have an xbox controller that I connect/disconnect often that that yuzu app keeps resetting input device to any. I have to reconfigure the buttons often and its a bit annoying. Some people on the subreddit have mention this what I have said about having to configure the input device each time. https://www.reddit.com/r/yuzu/comments/15yhdum/yuzu_keeps_switching_input_device_to_any_device/ Would it be fesible to add hardware IDs to profile and load the correct input device based on the hardware ID? (edited)
                      Narr the Reg 1/30/2024 4:31 AM
                      It can be done. Is one of the things I have been willing to do. But I haven't done
                      👍 6
                      4:32 AM
                      basically remember per controller instead of per player. And auto assign the player number
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                      Narr the Reg
                      basically remember per controller instead of per player. And auto assign the player number
                      That sounds good. All the changes should be limited to the configuration folder then right? I would think the process would be something like ... Yuzu loads in qt-config If there is a profile and the hardware ID in the profile exists then Assign a player index && apply all other settings else Apply default configuration Following that i know yuzu works on different platforms like linux and windows but is there a way to get the hardware ID of a device indpendent of the platform or would there just be a unqiue function per platform.
                      Avatar
                      Narr the Reg 1/30/2024 4:46 AM
                      yuzu supports multiple input methods. But everything is abstract and doesn't really depend on the platform
                      4:47 AM
                      You use GetInputDevices() to get the list of connected controllers
                      4:47 AM
                      each one is unique
                      👍 4
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                      you could even say they would be... unique... pads inklingCool
                      prometheus 3
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                      Narr the Reg 1/30/2024 4:49 AM
                      I mean we can implement this HID instead of the frontend (edited)
                      4:51 AM
                      That will allow us to map controllers with the lle controller applet
                      4:52 AM
                      But I doubt he is willing to do that. So I don't really mind if it's done on the frontend as long as it works well
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                      Haha thanks for the input I'll look into it more. I work full time so this might be a back burner thing
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                      Narr the Reg 1/30/2024 4:55 AM
                      there's no time limit. Take your time and ask as much as you need to
                      ❤️ 3
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                      just curious, how complicated is the process for making yuzu compatible with different versions of windows? (edited)
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                      it's already compatible with every version of windows we intend to support
                      6:59 AM
                      microsoft has yet to break compatibility with us so we've never needed to forward port
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                      GoldenX86_64 1/30/2024 6:59 AM
                      doubt it will happen any time soon (edited)
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                      or ever
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                      those are just windows 10 and 11 right?
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                      when u dropped 7 and 8.1 for ex was that ur choice or microsofts
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                      GoldenX86_64 1/30/2024 7:01 AM
                      mostly ours, but gpu driver support was the main drive
                      7:01 AM
                      even windows 10 versions older than 1809 can't install the latest nvidia drivers
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                      what did the drop of support process look like did u just delete the code designed for the OS's 7 and 8.1?
                      7:02 AM
                      when u re-released yuzu again
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                      GoldenX86_64 1/30/2024 7:02 AM
                      nope, it just kept being the same until a change broke older windows versions
                      7:02 AM
                      i think the first were timezones, and the cpu timing extensions
                      7:03 AM
                      there was a temporal change that broke 7, but it wasn't on purpose, we fixed that one, then the timing extensions killed it off for good
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                      ah soo even today the older windows compatability code still exists, but just doesn't work anymore due to the lack of support?
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                      GoldenX86_64 1/30/2024 7:05 AM
                      yep, you could make a worse/slower build if you wanted, but with the focus on vulkan, you would be limited to 474 series of nvidia drivers, no support for ada gpus or anything newer
                      7:05 AM
                      similar story with amd and intel
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                      rn i m rocking top tier amd and nvidia hardware
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                      GoldenX86_64 1/30/2024 7:06 AM
                      welp you would really benefit from the windows 10/11 scheduler with that CPU, and the current vulkan drivers help emulation quite a bit
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                      (i don't actually use windows 7 this is just a dual boot for nostalgia i use windows 11 as my main but it's just something i found interesting to explore) (edited)
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                      GoldenX86_64 1/30/2024 7:07 AM
                      you can make win 7 work, but the performance loss and higher power usage is not worth it for us
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                      yeahh makes sense
                      7:08 AM
                      are there any areas of improvement for performance/optimization for yuzu on the more modern windows 10 and 11 systems still? if so which ones?
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                      GoldenX86_64 1/30/2024 7:09 AM
                      no path character limit is a good one, just to start
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                      Most important performance difference comes from 4k align support on recent windows i think. since that allow us to have fast mem.
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                      GoldenX86_64 1/30/2024 7:10 AM
                      fastmem is the biggest one for cpu performance, yeah (edited)
                      7:11 AM
                      NtSetTimerResolution has also been a HUGE help for Windows
                      7:12 AM
                      then WAITPKG and the AMD equivalent help even further
                      7:12 AM
                      and of course, any benefit from newer GPU drivers
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                      poke_key
                      (i don't actually use windows 7 this is just a dual boot for nostalgia i use windows 11 as my main but it's just something i found interesting to explore) (edited)
                      Good, yuzu on Windows 7 is not… good
                      7:13 AM
                      Had me worried for a moment with that screenshot
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                      GoldenX86_64 1/30/2024 7:13 AM
                      there's too much older windows versions lose, and it affects performance, power, frametime consistency
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                      ok don't get me wronng i will always love and nurture windows 7 it was my fav windows version
                      7:13 AM
                      but just not compatible anymore
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                      GoldenX86_64
                      there's too much older windows versions lose, and it affects performance, power, frametime consistency
                      agreed, new cpu's also work a lot better with the new windows in terms of performance (edited)
                      7:15 AM
                      i wonder how that optimization is taken into account in emulation
                      Avatar
                      yuzu benefits a lot from cache
                      7:21 AM
                      @GoldenX86_64 Does Nvidia work on Dozen after the update?
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                      GoldenX86_64 1/30/2024 7:21 AM
                      same issue, lack of 8 bit support for compute
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                      But it does work now?
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                      GoldenX86_64 1/30/2024 7:22 AM
                      yeah gets as far as amd
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                      Ah, cool
                      7:22 AM
                      I’ll test the ARC tomorrow
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                      They were broken?
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                      broke on today build by narr's change but end up mistake on byte side
                      👍 2
                      Avatar
                      Result GetTimeZoneRule(std::span<const u8>& out_rule, why is the out const
                      7:35 AM
                      Not your change byte, it's already there
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                      you should probably fix that, writing to const pointers without interior mutability is UB
                      7:54 AM
                      unless the span itself is the out?
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                      GitHub
                      Click to see attachment 🖼️
                      Narr the Reg 1/30/2024 11:47 AM
                      the code is a bit cursed
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                      Narr the Reg
                      the code is a bit cursed
                      such is the life of c++ metaprogramming deepfried
                      2:44 PM
                      we have some similarly cursed code in the shader compiler
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                      I think that code is take from dynarmic
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                      Build Notification BOT 1/30/2024 4:59 PM
                      Build #20240130.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:00 PM
                      Build #20240130.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1698

                      Description of Issue

                      There is no any graphic on the screen after the beginning of the new game except of the subtitles layering onto each other.

                      Expected Behavior

                      The game must render the graphic properly.

                      Reproduction Steps

                      Starting a new game; after loading screen the graphic is completely missing, but all the sounds and voices are playing as intended. ...
                      Avatar
                      smh, can't even run crysis
                      pensbe 12
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1698

                      Description of Issue

                      I just updated to 1698 and my games start 5 hours ahead to GMT time, not my local New York time. I have even tried applying a specific time in the configuration settings but it is ignored.

                      Expected Behavior

                      It should start with My time New York City. Instead it starts with Greenwich time. I looked in configuration and it reads correctly ...
                      7:06 PM

                      Issue

                      The problem only occurs when I have Vsync off but not permanently from time to time and it only seems to occur when I play fullscreen (F11) i play in Borderless. what i try so far: Amd Chill dont fix it FRTC fix it but I haven't tested long enough and the problem is that it affects all my applications. feels like it's teering or something like that the game doesn't feel smooth anymore. at the moment i go out off fullscreen and go back it is fixt for some time https...
                      Avatar
                      Remove a few hacks for clock setups, which seem to no longer be needed. Fix network clock to local clock on every boot, instead of just once on setup, which fixes Pokemon Quest advancing time as it relies on the network clock updating between loads. Also fix some logging strings.
                      Avatar
                      Build Notification BOT 1/30/2024 7:30 PM
                      Build #20240130.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4099

                      Description of Issue

                      EA 4099 (maybe A BIT earlier, it was fine like 5 versions ago) leads to new Splatoon 3 issues, the main two of them: 1. The game stopped freezing while compiling shaders at loading screens. Seems like it compiles shaders slower than previously, but freezes exactly within gameplay now instead of loading screens. Its terrible as it can randoml...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1680

                      Description of Issue

                      In the configuration the motion controls are working fine for my pro controller but in game (TOTK) they don't work. D !image_2024-01-30_175014998

                      Expected Behavior

                      Motion controls working in game when needed such as aiming a bow or using Ultrahand ...
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                      That's a long name
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                      Hello, does in yuzu exist a similar mechanism of garbage collection for RAM like it is existing for VRAM (in buffer_cache.h and texture_cache.h) ? there we calculate the maximum available amount of VRAM and base the garbage collection on that value. (I have limited it to 4 GB max for integrated devices some time ago). And if such a similar mechanism exists, shouldnt it subtract those 4GB from the maximal available RAM prior to do its calculations ? Because on the steam deck, after maybe an hour or 90 minutes of playing totk, yuzu either freezes, crashes, or the steam deck reboots even. I monitored the ram and vram usage. Especially the ram usage goes above 12 GB, which is not good if the vram of 4 GB is also full. This starts filling the swap file, and when that is full, i guess then its game over... lol. So.. my idea would be simply attempting to determine we are on an integrated device (for vulkan this is already working) and if we run on such a device, we limit the maximum available ram as precaution.
                      Avatar
                      Hmm, first i could try with an UMA Buffer size of 4G instead of 1G on the deck, in practice then the os reports less available RAM to applications, whilst keeping the spare ram as vram
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                      yup, for maybe ~30 minutes or so RAM didnt exceed 10 GB, and VRAM was always about 3 GB or below. I will keep an eye on that when playing a bit longer.
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                      Avatar
                      scorpion81
                      Hello, does in yuzu exist a similar mechanism of garbage collection for RAM like it is existing for VRAM (in buffer_cache.h and texture_cache.h) ? there we calculate the maximum available amount of VRAM and base the garbage collection on that value. (I have limited it to 4 GB max for integrated devices some time ago). And if such a similar mechanism exists, shouldnt it subtract those 4GB from the maximal available RAM prior to do its calculations ? Because on the steam deck, after maybe an hour or 90 minutes of playing totk, yuzu either freezes, crashes, or the steam deck reboots even. I monitored the ram and vram usage. Especially the ram usage goes above 12 GB, which is not good if the vram of 4 GB is also full. This starts filling the swap file, and when that is full, i guess then its game over... lol. So.. my idea would be simply attempting to determine we are on an integrated device (for vulkan this is already working) and if we run on such a device, we limit the maximum available ram as precaution.
                      TotK has an issue with too many shader variants
                      1:19 PM
                      I think it has to do with the vertex configurations
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                      Blinkhawk
                      I think it has to do with the vertex configurations
                      botw is hell with attributes
                      1:25 PM
                      wouldn;'t be surprised if its the same
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                      Since the audio output/input are set based on the audio sink, there's some custom logic around the reset to global button to ensure that you can't reset the audio device to something that only the global sink has access to. !dropdown
                      2:40 PM
                      This adds a set of fixes for some SMMU problems:
                      • Games with fragmented heaps (Ex: Fire Emblem Three Houses) will now correctly use the full heap optimization. This is to avoid running out of memory due to repeated aliases.
                      • SMMU will no longer protect non-device memory from the game. This fixes the NCE FPS 0 of death in most cases in Android.
                      • Sparse Images Page Table is now per channel, this avoids conflicts between Applet GPU address space and other applications.
                      Still pending a...
                      🎉 11
                      Avatar
                      This changes the build architecture to arm64, which reflects the environment most people will be compiling it with.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-220

                      Description of Issue

                      As you open and load the game, the buildings and other environments such as the dinosaurs/cars etc. will not show/render. I updated the game but it's still happening. This is the bug below: !Screenshot_20240131_135017_yuzu

                      Expected Behavior

                      The bu...
                      4:19 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1698

                      Description of Issue

                      Objects (in this case the sails laying on the ground) disappear when getting near them. Possibly the most detailed LOD level is not being loaded or so. See the attached video. This doesnt happen in Version 1.0.0 of the game, btw, Tested with the same build of yuzu. https://github.com/yuzu-emu/yuzu/assets/1172149/95ecd277-380e-4f37-8dae-273a396...
                      Avatar
                      is that a regression?
                      4:21 PM
                      I cannot recall ever experiencing this when playing in yuzu
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                      @Pharynx well it even depends on the game version, 1.0.0 doesnt show this behavior
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                      yes but was there a yuzu version where it worked
                      4:26 PM
                      like maybe one in late june 2023 or something
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                      Build Notification BOT 1/31/2024 4:26 PM
                      Build #20240131.2 part of pipeline yuzu patreon stage2 was manually stopped.
                      Avatar
                      let me quickly test
                      4:26 PM
                      i will add that info then
                      Avatar
                      Build Notification BOT 1/31/2024 4:26 PM
                      Build #20240131.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:27 PM
                      Build #20240131.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:28 PM
                      Build #20240131.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:28 PM
                      Build #20240131.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:30 PM
                      Build #20240131.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:31 PM
                      Build #20240131.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:57 PM
                      This allows scheduling channels in the GPU and avoids games that have multiple channels from running a channel before another.
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                      @Pharynx ok, i tested for example mainline 1478, and went farther back to 1468 and 1428. The bug happens there too.
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                      wack
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                      could you reproduce it ? hmmm
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                      I can try later
                      5:39 PM
                      send a save
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                      a save is in the zip on the issue (the first save of them; i just made a zip of all saves i have to be sure)
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                      got it
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                      we had a similar case in the UltraCam server, reverting to 1.2.0 fixed it iirc edit: actually we have had 3 cases dating back to November, the latest was fixed by going back to 1.2.0 (edited)
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                      Does anyone here by chance know what the GPU driver ID would be for Exynos 2400?
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                      Moonlacer
                      Does anyone here by chance know what the GPU driver ID would be for Exynos 2400?
                      VK_DRIVER_ID_AMD_PROPRIETARY if I'm not mistaken
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                      Thanks, I will try it
                      9:37 PM
                      And also, creating an Android APK to test?
                      9:38 PM
                      I have VS2022 installed, but I assume I need Android Studio to make one?
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                      android studio is not literally required but it would be hard to install the dependencies without it
                      9:43 PM
                      so I would just get it
                      9:43 PM
                      android studio hedgehog
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                      and just like that, we are ready to migrate to qt6
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                      sayonara qt web engine
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                      Pharynx
                      and just like that, we are ready to migrate to qt6
                      SleepingSnake 1/31/2024 10:09 PM
                      citra : Took you long enough autumnlove
                      Avatar
                      cute six
                      Avatar
                      Avatar
                      Pharynx
                      VK_DRIVER_ID_AMD_PROPRIETARY if I'm not mistaken
                      It must not be, this is already set kek
                      10:50 PM
                      Perhaps something to do with Eclipse proprietary? (edited)
                      Avatar
                      what does the fps overlay say?
                      10:51 PM
                      every driver has a unique name
                      Avatar
                      I have no idea, I don't have a device to test
                      Avatar
                      Ask the user then
                      Avatar
                      Trying to fix Pokemon wireframes with RDNA based Exynos
                      10:52 PM
                      in the corner where it says mali
                      10:52 PM
                      if it's amd prop, that will say AMD
                      10:52 PM
                      If it's a fork of the oss driver, it will say AMDVLK
                      10:53 PM
                      if it's neither it will say something else
                      👍 6
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4104

                      Description of Issue

                      Intro Video is Slow or crashes the emulator randomly on game boot Video of Issue : https://youtu.be/GQBkLBk6h1U?feature=shared

                      Expected Behavior

                      Have smooth video and not crashes

                      Reproduction Steps

                      Boot the game.

                      Log File

                      yuzu_log.txt ### System Configuratio...
                      Avatar
                      Currently we have a weird input issue on multiple applets chained together. While this PR doesn't fix that issue we found a couple of mistakes that might cause issues in some games.
                      • Fixes polling when multiple aruid are registered.
                      • Controllers registering as connected before styleset is defined.
                      • Fixes color corruption.
                      • Fixes external pad state.
                      • Fixes unique pad and digitizer missing header.
                      Avatar
                      GoldenX86_64 2/1/2024 12:52 AM
                      STAP
                      kek 8
                      Avatar
                      2 hour left
                      12:53 AM
                      but devs are not hesitate to murder you
                      Avatar
                      Narr the Reg 2/1/2024 12:54 AM
                      We still have time. Due date is until the translation bot is posted (edited)
                      Avatar
                      quick submit 100 more prs!
                      Avatar
                      even if that's the last one of the month that makes 128 PRs merged in a month (edited)
                      Avatar
                      we had 128 pr in january?
                      12:58 AM
                      that is crazy
                      Avatar
                      more than that posted but only that many merged
                      Avatar
                      hopefully golden survive from this hell
                      12:58 AM
                      livereaction
                      Avatar
                      Narr the Reg 2/1/2024 12:59 AM
                      128 merged, 145 in total
                      Avatar
                      Narr the Reg 2/1/2024 1:00 AM
                      We did 59 this week because we love golden
                      Avatar
                      Oh yes
                      1:27 AM
                      Absolutely
                      Avatar
                      @GoldenX86_64 uwu
                      Avatar
                      GitHub BOT 2/1/2024 3:15 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      222

                      Description of Issue

                      it crashed in title screen. https://github.com/yuzu-emu/yuzu/assets/97207704/5ffe86f5-c0e5-424a-a6d4-0d10df9296d3

                      Expected Behavior

                      it should not crash and playable.

                      Reproduction Steps

                      .

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      CPU: 870 GPU/D...
                      Avatar
                      GitHub BOT 2/1/2024 3:57 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-222

                      Description of Issue

                      TOTK stops after "Nintendo presents" and "loading....". yuzu_log.txt ends with : ``` [ 167.274491] Service.FS core/hle/service/filesystem/fsp/fsp_srv.cpp:OpenSaveDataFileSystem:448: called. [ 167.303847] Service.AM core/hle/service/am/application_functions.cpp:NotifyRunning:370: (STUBBED) called [ 167.808495] Service.FS core/hle/service...
                      Avatar
                      skill issue
                      3:57 AM
                      it boots on older socs
                      Avatar
                      GitHub BOT 2/1/2024 6:34 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android v222

                      Description of Issue

                      Shader compilation keeps restarting and game never starts https://github.com/yuzu-emu/yuzu/assets/4172898/5fc03f2d-7dd0-4497-a1ed-34978a211211

                      Expected Behavior

                      the game should start normally

                      Reproduction Steps

                      Just launch game

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/14121240/yuzu_log.txt.o...
                      Avatar
                      GitHub BOT 2/1/2024 9:38 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All recent builds

                      Description of Issue

                      When I move the character, the animations are janky and flickering. This game worked perfect some time ago. I even reinstalled Yuzu completely but the issue still persists.

                      Expected Behavior

                      No flickering/janky animations when the character moves

                      Reproduction Steps

                      Just play and you'll see

                      Log File

                      No log needed but I ha...
                      Avatar
                      This is the start of a reform of the GPU memory manager, to improve speed and reduce memory usage. This simply reduces the memory usage of the big page table from 64Mbs to 8Mbs.
                      Avatar
                      GitHub BOT 2/1/2024 3:29 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android-222

                      Description of Issue

                      Yuzu android close

                      Expected Behavior

                      https://github.com/yuzu-emu/yuzu/assets/86883038/133e8763-8548-4745-9aa6-4fcef3e01695

                      Reproduction Steps

                      None

                      Log File

                      yuzu_log_112730.txt

                      System Configuration

                      CPU:Mediatek Dimensity 930 GPU/Driver:IMG BXM...
                      Avatar
                      Build Notification BOT 2/1/2024 4:35 PM
                      Build #20240201.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:35 PM
                      Build #20240201.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:36 PM
                      Build #20240201.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:37 PM
                      Build #20240201.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      For RDNA-based Samsung Xclipse GPUs, this fixes wireframes in Pokémon games such as Sword/Shield, Scarlet/Violet and possibly others. Based on the original #6900 @ameerj made, this just adds the new VK_DRIVER_ID_SAMSUNG_PROPRIETARY driver ID to the reorder pass
                      Avatar
                      @GoldenX86_64 I was too late 😔
                      Avatar
                      GoldenX86_64 2/2/2024 12:43 AM
                      i can always make exceptions
                      Avatar
                      Learned how to make an APK, though 👍
                      12:47 AM
                      Any chance I could get that tag before the next Android autobuild?
                      Avatar
                      GoldenX86_64 2/2/2024 12:47 AM
                      i need to learn to do it too
                      Avatar
                      Avatar
                      Moonlacer
                      Any chance I could get that tag before the next Android autobuild?
                      GoldenX86_64 2/2/2024 12:47 AM
                      once CI finishes
                      👍 1
                      Avatar
                      It's surprisingly easy once the bajillion dependencies download and eat half your RAM
                      Avatar
                      GoldenX86_64 2/2/2024 12:47 AM
                      android studio moment
                      12:47 AM
                      typical google engineering
                      Avatar
                      It's like it's creating an entire OS to run entirely in RAM
                      12:49 AM
                      Avatar
                      GoldenX86_64 2/2/2024 12:49 AM
                      it's responsive tho, oh wait
                      Avatar
                      I think I missed the cutoff
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                      GoldenX86_64 2/2/2024 1:05 AM
                      ping t895 to trigger a new one
                      Avatar
                      @t895 If you could 🙏 (edited)
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                      Avatar
                      Moonlacer
                      @t895 If you could 🙏 (edited)
                      Triggered
                      Avatar
                      GoldenX86_64 2/2/2024 1:08 AM
                      Avatar
                      Avatar
                      GoldenX86_64
                      Click to see attachment 🖼️
                      Look, it's Emufan
                      kek 6
                      Avatar
                      GitHub BOT 2/2/2024 3:32 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu 222

                      Description of Issue

                      So when I take out my pokemon to auto battle like pressing R then defeats the enemy the fps suddenly goes to 0.0fps.

                      Expected Behavior

                      when I take out my pokemon to auto battle like pressing R then defeats the enemy the fps suddenly goes to 0.0fps.

                      Reproduction Steps

                      when I take out my pokemon to auto battle like pressing R then defeats th...
                      Avatar
                      GitHub BOT 2/2/2024 3:49 AM
                      The FindVulkan.cmake module provided by CMake is deprecated and will be removed in the future, so use upstream VulkanHeadersConfig.cmake file instead.
                      Avatar
                      GitHub BOT 2/2/2024 4:19 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I was wondering if it's possible for yuzu to power off my Nintendo pro controller that's connected via Bluetooth.

                      Why would this feature be useful?

                      My Nintendo Pro controllers don't see much use outside of yuzu, I would like the option to power off controllers when exiting the app. I think this would be a closer match to the native switch experience. I know abo...
                      Avatar
                      GitHub BOT 2/2/2024 6:48 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 188-222

                      Description of Issue

                      I tried to use NCE and super robot wars 30 can't run. It's blank screen from start. It can run on dynamic mode but the FPS is dropped For the early access version it's run flawlessly.

                      Expected Behavior

                      .

                      Reproduction Steps

                      .

                      Log File

                      yuzu_log.txt ### Sys...
                      Avatar
                      186+
                      6:51 AM
                      smmu regression
                      Avatar
                      @Blinkhawk
                      6:53 AM
                      kek
                      Avatar
                      this one is weird because it's unmapped reading megabytes
                      Avatar
                      Oof
                      Avatar
                      GitHub BOT 2/2/2024 6:54 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android-224 & Below

                      Description of Issue

                      Persona 4 Crashing on Title Screen and In-game. please help or fix, thanks!

                      Expected Behavior

                      It should not crash

                      Reproduction Steps

                      https://github.com/yuzu-emu/yuzu/assets/125846010/72f7514e-5473-452e-8e92-e842f3e6cebc It also crash in-game, interval is around 10-30 sec

                      Log File

                      [yuzu_log.txt.old (1).txt](https://gi...
                      Avatar
                      ram too low
                      Avatar
                      SMMU Fixes #2 PR soon
                      Avatar
                      GoldenX86_64 2/2/2024 6:55 AM
                      #3
                      Avatar
                      It is probably monkey coded
                      Avatar
                      just like yuzu
                      Avatar
                      that means your code is also monkey coded
                      Avatar
                      true
                      Avatar
                      Avatar
                      gidoly
                      @Blinkhawk
                      What? 🔪
                      Avatar
                      Smmu issue daddy
                      7:45 AM
                      Look above
                      Avatar
                      Avatar
                      gidoly
                      Smmu issue daddy
                      Which?
                      Avatar
                      GoldenX86_64 2/2/2024 7:54 AM
                      Is there an existing issue for this? I have searched the existing issues Affected Build(s) Mainline 188-222 Description of Issue I tried to use NCE and super robot wars 30 can't run. It's b...
                      Avatar
                      Blink seems need to buy glass
                      Avatar
                      GoldenX86_64 2/2/2024 7:54 AM
                      or a bigger display
                      Avatar
                      There were 4 continous issues
                      Avatar
                      GitHub BOT 2/2/2024 8:36 AM

                      Issue

                      I was investigating a crash with yuzu on ToTK with Turnip that was reported by users to occur on my GMEM MR but not with sysmem so initially I assumed it was a regression. As it turned out, this issue was caused by invalid descriptor set usage by yuzu with attempting to use bindings that don't exist, resulting in a GPU page fault which is a non-fatal error emitted by the kernel driver (KGSL/msm-drm) but consumed aft...
                      Avatar
                      GoldenX86_64 2/2/2024 8:40 AM
                      interesting
                      Avatar
                      i know this guy :p
                      😛 7
                      Avatar
                      Fun issue, thought it was a Turnip regression I introduced with GMEM but it ended up being a yuzu issue that occurred on both sysmem/gmem, just never resulted in the kernel driver breaking on sysmem
                      Avatar
                      Avatar
                      Mark
                      Fun issue, thought it was a Turnip regression I introduced with GMEM but it ended up being a yuzu issue that occurred on both sysmem/gmem, just never resulted in the kernel driver breaking on sysmem
                      invalid descriptor use? Do you know when it happens?
                      8:48 AM
                      like a way to reproduce it
                      Avatar
                      Open totk
                      8:53 AM
                      Intro, you'll get Val errors
                      Avatar
                      Build Notification BOT 2/2/2024 11:28 AM
                      Build #20240202.1 part of pipeline yuzu patreon stage1 failed.
                      Avatar
                      @Blinkhawk Looking at https://github.com/yuzu-emu/yuzu/issues/12891#issuecomment-1923618638, that wouldn't cause a page fault. Even though it isn't a valid feedback loop so the results may be corrupted.
                      Avatar
                      Hmn I could filter it
                      Avatar
                      I got this from replaying a gfxrecon trace of the crash
                      11:42 AM
                      VUID-vkCmdDrawIndexed-None-08600(ERROR / SPEC): msgNum: 941228658 - Validation Error: [ VUID-vkCmdDrawIndexed-None-08600 ] Object 0: handle = 0xf7ff090000001c9d, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0x381a0272 | vkCmdDrawIndexed(): The VkPipeline 0xf7ff090000001c9d[] (created with VkPipelineLayout 0xf257a60000001acb[]) statically uses descriptor set (index #0) which is not compatible with the currently bound descriptor set's pipeline layout (VkPipelineLayout 0x0[]). The Vulkan spec states: For each set n that is statically used by a bound shader, a descriptor set must have been bound to n at the same pipeline bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout used to create the current VkPipeline or the VkDescriptorSetLayout array used to create the current VkShaderEXT , as described in Pipeline Layout Compatibility (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdDrawIndexed-None-08600) Objects: 1 [0] 0xf7ff090000001c9d, type: 19, name: NULL There's a bunch of these which pipeline layout incompatibilities, they can cause a page fault as it may cause the GPU to access a descriptor that isn't bound. (edited)
                      Avatar
                      Oh I see
                      11:43 AM
                      I'll look into it
                      11:43 AM
                      In the weekend
                      👍 1
                      Avatar
                      This is also not related to the page fault but should be fixed: VUID-VkImageViewCreateInfo-pNext-02662(ERROR / SPEC): msgNum: -55646969 - Validation Error: [ VUID-VkImageViewCreateInfo-pNext-02662 ] Object 0: handle = 0x27983e0000000108, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0xfcaee507 | vkCreateImageView(): pCreateInfo->pNext<VkImageViewUsageCreateInfo>.usage (VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_STORAGE_BIT|VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) must not include any bits that were not set in VkImageCreateInfo::usage (VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT|VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) of the image. The Vulkan spec states: If the pNext chain includes a VkImageViewUsageCreateInfo structure, and image was not created with a VkImageStencilUsageCreateInfo structure included in the pNext chain of VkImageCreateInfo, its usage member must not include any bits that were not set in the usage member of the VkImageCreateInfo structure used to create image (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkImageViewCreateInfo-pNext-02662) Objects: 1 [0] 0x27983e0000000108, type: 10, name: NULL
                      11:50 AM
                      VK_IMAGE_USAGE_STORAGE_BIT does cause a lot of perf overhead for us due to it disabling UBWC but rather than just dropping it from image, you should recreate the image dynamically with VK_IMAGE_USAGE_STORAGE_BIT when you have a view that needs storage usage.
                      Avatar
                      I see
                      Avatar
                      Avatar
                      Mark
                      VK_IMAGE_USAGE_STORAGE_BIT does cause a lot of perf overhead for us due to it disabling UBWC but rather than just dropping it from image, you should recreate the image dynamically with VK_IMAGE_USAGE_STORAGE_BIT when you have a view that needs storage usage.
                      about this. I think this may be the issue in paper mario's low perf. The game does imageLoad on a render_target and imageStore in some other image for post processing
                      Avatar
                      Avatar
                      Blinkhawk
                      about this. I think this may be the issue in paper mario's low perf. The game does imageLoad on a render_target and imageStore in some other image for post processing
                      We don't actually care about the usage in VkImageViews, only in VkImage itself. So that shouldn't result in lower performance on Turnip as presumably you're only setting VK_IMAGE_USAGE_STORAGE_BIT on the view? (edited)
                      Avatar
                      Build Notification BOT 2/2/2024 2:09 PM
                      Build #20240202.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Avatar
                      Mark
                      We don't actually care about the usage in VkImageViews, only in VkImage itself. So that shouldn't result in lower performance on Turnip as presumably you're only setting VK_IMAGE_USAGE_STORAGE_BIT on the view? (edited)
                      For the record, you shouldn't do that and should set it on both to follow Vulkan valid usage. Fixing this issue is what might actually cause performance to take a hit, unless the image is non-UBWC anyway for some other reason which seems likely since rendering would be broken otherwise.
                      Avatar
                      Build Notification BOT 2/2/2024 2:10 PM
                      Build #20240202.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/2/2024 2:11 PM
                      Build #20240202.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:11 PM
                      Build #20240202.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/2/2024 2:52 PM
                      Build #20240202.1 part of pipeline yuzu patreon stage2 was manually stopped.
                      Avatar
                      GitHub BOT 2/2/2024 4:18 PM

                      Issue

                      I need to change node16 to node20, but don't know how. Any solution? !Screenshot_20240202-231722
                      Avatar
                      GitHub BOT 2/2/2024 6:14 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Pr build 12756

                      Description of Issue

                      the game's cinematics are corrupted and pixelated !Screenshot_20240202-110516_yuzu Debug Release !Screenshot_20240202-110316_yuzu Debug Release ### Expected Behavio...
                      Avatar
                      GitHub BOT 2/2/2024 6:36 PM
                      I sometimes create backups in the same folder where saves are. This avoids an out of bounds memory read when some folders aren't the correct size.
                      6:42 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      EA 4109

                      Description of Issue

                      The intro videos past the 20th Century Fox one are heavily glitched . The Main Menu background is not being rendered properly !1 Ryujinx has no problem. !4 ### Expec...
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                      real report for you @Maide ^
                      Avatar

                      Issue

                      Games with opened issue: https://github.com/yuzu-emu/yuzu/issues/12886 status: need investigation that if it is game bug or not and check if old version have it https://github.com/yuzu-emu/yuzu/issues/12754#issuecomment-1909352649 this issue comment suggest it started on 186 which responsible to smmu https://github.com/yuzu-emu/yuzu/issues/12674 status: need to investigate it really happens on all build Game reported on community: Resident evil 6 status: reported to ...
                      Avatar
                      GitHub BOT 2/3/2024 6:11 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android v227

                      Description of Issue

                      The game doesnt boot anymore on android build 227 and when I try to close the game the emulator stops responding and I have to force close https://github.com/yuzu-emu/yuzu/assets/4172898/7907510b-35d8-45a7-9ccf-8ec14ef6cbd8

                      Expected Behavior

                      the game should start

                      Reproduction Steps

                      Just launch game

                      Log File

                      [yuzu_log...
                      Avatar
                      it works fine for me
                      Avatar
                      GitHub BOT 2/3/2024 7:39 AM

                      Issue

                      Hi, I am experiencing some memory corruption issue when developing a WebSession related feature for yuzu. I then compiled yuzu with address-sanitizer and found the following suspicious code snippet: https://github.com/yuzu-emu/yuzu/blob/6baf965777145fd9c76bd06a3c140afa46a50e87/src/core/hle/kernel/k_synchronization_object.h#L47-L66 In the UnlinkNode function, I don't understand why std::addressof(m_thread_list_head) (should be ThreadListNode**) is reinterpret_cast to ...
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                      I can pretty much guarantee you it's not broken
                      Avatar
                      BYTE CODE MOMENT
                      7:50 AM
                      Why isn't it a ** though?
                      Avatar
                      Avatar
                      Maide
                      Why isn't it a ** though?
                      it's abusing aliasing to reduce the amount of instructions needed
                      8:01 AM
                      on the first iteration it acts as if the linked list has a fake node at the start that points to the real head
                      8:02 AM
                      which simplifies removing it
                      Avatar
                      Not sure what you mean, adding a ref and dereffing just gets you where you already were
                      8:03 AM
                      And it calls -> next which surely makes it break
                      Avatar
                      next is at offset 0 meaning it follows the pointer as it was
                      8:07 AM
                      because of that it ends up working
                      8:07 AM
                      just consider it for a bit
                      8:08 AM
                      I don't particularly like this code, and didn't write it, but I am quite sure it's not broken
                      Avatar
                      Is it really fewer instructions? (edited)
                      8:13 AM
                      As opposed to a single deref outside the loop? (edited)
                      Avatar
                      yes, at least in c++, because of provenance rules
                      8:17 AM
                      in C you could tag the pointer as restrict which would permit the compiler to simplify the loop (though I don't know if gcc or llvm can do that, it would be valid)
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1701

                      Description of Issue

                      !Screenshot 1 !Screenshot 2

                      Expected Behavior

                      Weapons display correctly

                      Reproduction Steps

                      You have to go to the inventory

                      Log File

                      [yuzu_log.txt](https://git...
                      Avatar
                      Wasn't this a mod issue?
                      Avatar
                      GitHub BOT 2/3/2024 3:23 PM
                      IsTimeZoneBinaryValid checks the mount result, and it's not set until the end of the function we're calling it from, so just set it as success before attempting the check. If the check fails, it'll be reset to Unknown.
                      Avatar
                      Build Notification BOT 2/3/2024 4:11 PM
                      Build #20240203.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:11 PM
                      Build #20240203.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:11 PM
                      Build #20240203.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:12 PM
                      Build #20240203.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:12 PM
                      Build #20240203.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:15 PM
                      Build #20240203.6 part of pipeline yuzu patreon stage1 failed.
                      Avatar
                      Avatar
                      Pharynx
                      in C you could tag the pointer as restrict which would permit the compiler to simplify the loop (though I don't know if gcc or llvm can do that, it would be valid)
                      BreadFish64 2/3/2024 5:36 PM
                      🤔 GCC, MSVC, and Clang all support __restrict in C++.
                      Avatar
                      let's see if they make the simplification then
                      5:42 PM
                      clang does not
                      5:42 PM
                      gcc does not
                      5:43 PM
                      msvc does not
                      5:43 PM
                      0/3
                      5:43 PM
                      the code abusing aliasing is still faster
                      5:43 PM
                      and shorter
                      Avatar
                      @Mark do you know if Turnip supports VK_KHR_push_descriptor?
                      Avatar
                      We do, yeah
                      Avatar
                      GitHub BOT 2/3/2024 6:03 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1702

                      Description of Issue

                      (continuing from Discord)
                      • 1696, mailbox, speed limit 100% - game basically stays locked at 60, with some very minor single frame judder
                      • 1702, mailbox, speed limit 100% - big spikes into low 50s/high 40s
                      • 1702, mailbox, speed limit uncapped - somewhat smaller spikes but probably not statistically significant
                      • 1702, FIFO, speed limit un...
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                      Avatar
                      Mark
                      We do, yeah
                      hmn I can't get that invalidation message on my PC
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                      Avatar
                      Blinkhawk
                      hmn I can't get that invalidation message on my PC
                      That's really odd, it must only occur when some specific feature/ext path is taken perhaps
                      6:33 PM
                      I should mention for reproducibility's sake, most of my testing was with replays provided of the "Beneath Hyrule Castle" area right at the intro. (edited)
                      Avatar
                      weird, I think Turnip supports more than amd (except SparseBinding and external_memory_host which I really want) (edited)
                      6:39 PM
                      hmn ok
                      Avatar
                      hmn
                      6:52 PM
                      @Mark which version of the Vulkan SDK did you use for validation?
                      6:55 PM
                      I did notice some issue with the sampling queries not being closed at the end of a renderpass
                      Avatar
                      Avatar
                      Blinkhawk
                      @Mark which version of the Vulkan SDK did you use for validation?
                      I built it myself from source a couple days ago
                      Vulkan Validation Layers (VVL). Contribute to KhronosGroup/Vulkan-ValidationLayers development by creating an account on GitHub.
                      Avatar
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                      Mark
                      I built it myself from source a couple days ago
                      ok, I'll check it out later. I also noticed something. Some queries are not being closed with the render pass
                      Avatar
                      If you can't reproduce the issue, there is a slight chance it's caused by gfxrecon capture not being proper. There's also a possibility of the issue being Android-specific. (edited)
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                      ok
                      7:10 PM
                      in general, if it is what you are saying it would easily show up in more drivers
                      7:11 PM
                      as it does look serious to have a wrong descriptor bound to a wrong layout
                      Avatar
                      Yeah, I do agree that it should. Our constraints on binding are also pretty much identical to RADV (outside of dynamic descriptors), but considering it works just fine on RADV this is odd.
                      7:17 PM
                      It's entirely possible that there's some bug in our binding code, which I would investigate if there were no validation layer errors that could cause it. There's a good chance of it being an issue on either side right now.
                      Avatar
                      there's definetely that possibility
                      7:23 PM
                      @Mark btw what's stopping Turnip from adding Sparse binding (for buffers) and VK_EXT_external_host_memory. Do you guys have a different kernel driver than Qualcomms?
                      Avatar
                      kgsl is the same
                      7:24 PM
                      it's not like you can swap them on android
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                      yeah but I'm sure they also support other linux distro which I'm not sure can work with kgsl
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                      Blinkhawk
                      @Mark btw what's stopping Turnip from adding Sparse binding (for buffers) and VK_EXT_external_host_memory. Do you guys have a different kernel driver than Qualcomms?
                      Sparse memory is on the backlog for DRM but perhaps we'll do it for KGSL too (or KGSL first and base our DRM implementation on that?). As for external host memory, that was slightly annoying as the necessary IOCTL was introduced in some revision of KGSL but since KGSL doesn't have proper versioning we don't know when the kernel actually has it. Regardless, that was some time ago and it can now be solved with gating it to certain GPUs/Android versions which should definitely have it, would just need to allocate time to doing it and unfortunately KGSL exclusive features are currently not a priority but I'll add it to our backlog.
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                      @Pharynx it seems the damn game unmapped a vertex buffer or we are overestimating the veertex buffer
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                      if it did that on hardware it would fault so you didn't respect a fence or something
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                      @Pharynx damn game is using sparse buffers
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                      there you go
                      Avatar
                      so yeah it's not really an SMMU bug, the game just happened to "work" before
                      7:53 PM
                      the same sparse buffer "hack" that fixed monster hunter rise sunbreak also fixes it
                      7:53 PM
                      It likely uses the same stupid Capcom engine or the same technique (edited)
                      Avatar
                      GitHub BOT 2/3/2024 9:14 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu 227

                      Description of Issue

                      When you get to the new game menu, the game drops the FPS and ends up crashing, possibly the animation that happens there causes that. https://github.com/yuzu-emu/yuzu/assets/4172898/1d0eab2e-4e26-4345-b266-43238115a4e8 All DLC games working great Brotherhood ![Screenshot_20240203-115241_yuzu](https://github.com/yuzu-emu/yuzu/assets/417289...
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                      Currently the composer sleeps and then releases any acquired buffers after it wakes up again on the next vsync signal. This seems incorrect - it should release them as soon as possible after they are presented to avoid starving the guest present queue. I believe this should address #12902, but needs testing.
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                      GitHub BOT 2/4/2024 1:21 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Added Overlay resolution feature while playing

                      Why would this feature be useful?

                      This will show the resolution being used when playing, but make it an option that can be on/off like FPS. !Picsart_24-02-04_08-19-19-088
                      Avatar
                      Is that even possible?
                      1:29 AM
                      Obviously we could put the resolution scale range of resolutions, but I'm not sure about one that dynamically detects it
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                      I mean, we can show the resolution that yuzu is trying to render at, or the resolution of the guest swapchain
                      1:35 AM
                      but neither corresponds to the internal render resolution
                      1:35 AM
                      which can be dynamic
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                      Yeah, as I assumed
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                      GitHub BOT 2/4/2024 1:57 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      If more software/hardware information is going to be added to the overlay, It would be nice to make them all toggle-able to avoid cluttering the screen when unnecessary.

                      Why would this feature be useful?

                      It's free real estate smug looking
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                      Shut up, @KIMCHI
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                      Imgui when
                      ☝️ 3
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                      Fr, I'd really rather not add more android-specific overlays As always, I love Dolphin's imgui solution for this
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                      we can add it now
                      2:50 AM
                      the presentation rewrite made it way more viable
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                      GitHub BOT 2/4/2024 2:51 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1702

                      Description of Issue

                      game crashes out at the end of level 1 [ 67.431369] Service.NIFM core\hle\service\nifm\nifm.cpp:GetSystemEventReadableHandles:276: (STUBBED) called [ 67.433002] HW.Memory core\memory.cpp:operator ():742: Unmapped Read64 @ 0x0000000000000000 [ 67.433009] HW.Memory core\memory.cpp:operator ():742: Unmapped Read64 @ 0x0000000000000020 [ 6...
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                      Pharynx
                      the presentation rewrite made it way more viable
                      Hmmm, time to learn imgui :) Once I finish android input
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                      it's not necessary to specifically import the code for dear imgui, the required knowledge is the ability to rasterize a bitmap font
                      2:58 AM
                      using gpu commands (edited)
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                      I don't really know anything about that but it could be fun to learn about
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                      GitHub BOT 2/4/2024 3:48 AM
                      Changes the android CI so that yuzu-android github builds are triggered automatically on PR / push to the main yuzu repo and mainline / EA play store builds can be triggered manually via a workflow dispatch trigger.
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                      so now I have to cancel the builds twice? 😛
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                      Pharynx
                      so now I have to cancel the builds twice? 😛
                      <3
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                      Gidoly's about to have to work overtime on those release notes
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                      I mean I really should just be writing them for Android
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                      GitHub BOT 2/4/2024 7:54 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Ability to remove data [UPDATES/DLCs] after game has been deleted from the game directory on Android

                      Why would this feature be useful?

                      You can delete data now, but only when a game icon is still present if you deleted it, then you have to export saves, delete yuzu, import saves and add current games.
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                      t895
                      I mean I really should just be writing them for Android
                      I wonder if it is worth to have seperate change log channel for github builds
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                      GitHub BOT 2/4/2024 9:00 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All builds

                      Description of Issue

                      When you are sailing with your ship in open sea you can see that the waves in sea are some time or most of the time getting over the ship or inside the ship. Assassins creed black flag & rogue both have same problems in yuzu android. I think this issue is occurring due to boat staying static. Tried every setting like changing drivers, accuracy le...
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                      @Mark there's an easy way to stub the query, so we can check fast
                      11:46 AM
                      chage it for: if (streamer == nullptr || counter_type == QueryType::ZPassPixelCount64) [[unlikely]] {
                      Avatar
                      that's interesting I can have a look
                      12:04 PM
                      in theory there shouldn't as TotK does not use TFB
                      🤔 1
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                      GitHub BOT 2/4/2024 6:23 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      EA4111

                      Description of Issue

                      !1 In recent EA versions I just get a white screen. This wasn't the case before and there are no issues with the mainline version either.

                      Expected Behavior

                      I hope this issue is fixed

                      Reproduction Steps

                      Monster Hunter Rise, Monster Hunter XX start the ...
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                      no log file
                      6:25 PM
                      close
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                      GitHub BOT 2/4/2024 6:57 PM
                      This is just part one of a series of reactors I want to do to video_core in order to make the code more readible and easier to modify in the future.
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                      Reactor prometheus
                      ☢️ 9
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                      Build Notification BOT 2/4/2024 7:45 PM
                      Build #20240204.2 part of pipeline yuzu patreon stage2 was manually stopped.
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                      Moonlacer
                      Reactor prometheus
                      Avatar
                      Build Notification BOT 2/4/2024 9:01 PM
                      Build #20240204.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub BOT 2/4/2024 9:28 PM
                      Updates cheat codes to support if-else statements. Along this fixes a few mistakes like: Static registers loosing their value, missing alias and aslr memory spaces, pause/resume opcodes returning as invalid opcodes. Note: Pause and Resume aren't implemented yet. I need to research a bit before implementing them.
                      Avatar
                      ???
                      👍 5
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                      GitHub BOT 2/5/2024 3:25 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-228 - android-230

                      Description of Issue

                      If you open the game at 1x res, it will immediately crash on version 228 and the latest, 230. Which is not happening in 227. Here is a clip from 230: https://github.com/yuzu-emu/yuzu/assets/108114549/1958fa35-0c47-4fa7-9793-bcfe425d5917

                      Expected Behavior

                      Well, it supposed to work since it was working on 227 at 1x resolu...
                      Avatar
                      GitHub BOT 2/5/2024 3:53 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Most versions

                      Description of Issue

                      I greatly respect this emulator for being compatible with almost all Switch games and gameplay is much smoother when you least successfully achieve full 60 fps performance speed. On the other side is Skyline, using NCE algorithm to emulate the system, fastest, but least compatible. However, implemented NCE in Yuzu doesn't work with MALI devices a...
                      kek 5
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                      Name checks out
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                      GitHub BOT 2/5/2024 9:47 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu build 230

                      Description of Issue

                      After few minutes of playing Pokemon Violet, the games freezes and the fps goes down to 0. I've tried everything and it's every few minutes of gametime. I have no issue at the start of the game, but when I was exploring the map it keeps on freezing

                      Expected Behavior

                      Normal playing

                      Reproduction Steps

                      Just roaming around the map ### L...
                      Avatar
                      Makes it easier to call JNI from other parts of the project. Additionally provides a fix for #12873 for running the OnEmulationStarted callback where the app would crash when trying to call JNI on a fiber. This provides a workaround by starting a new thread and waiting for the result.
                      Avatar
                      @Blinkhawk ^
                      11:54 AM
                      You won't have to do anything to the channel PR
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                      t895
                      You won't have to do anything to the channel PR
                      did you test it with the channel PR along?
                      Avatar
                      No but I know that it fixes the same issue on my input branch and I added the fix to where it calls JNI in your PR
                      11:58 AM
                      I could pull that together quick to be sure though
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I request that Mediatek P90 can play Yuzu emulator

                      Why would this feature be useful?

                      I request that Mediatek P90 can play Yuzu emulator
                      Avatar
                      Avatar
                      Blinkhawk
                      did you test it with the channel PR along?
                      Just tested - works perfectly
                      👍 6
                      Avatar
                      GitHub BOT 2/5/2024 2:59 PM
                      The language names we are using in the android resources differ from those on Transifex. We need to manually specify mappings for them, so Transifex is able to place the files in the correct folders. Now all that's missing for us to Pull translations automatically, is a small change to zhaobot.
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                      GitHub BOT 2/5/2024 5:36 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      EA 4115

                      Description of Issue

                      hello I tested the general pr: multiprocess applet #12756 with SM3DAS and the cursor gyro does not move moves only with the touch screen mouse because with the custom applet the cursor gyro works but the minus button does nothing so it have to restart the game because 0 fps no sound

                      Expected Behavior

                      the cursor is supposed to work with the gyro ...
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                      @Narr the Reg do I need to control which applet is currently getting touch from am?
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                      Narr the Reg 2/5/2024 5:43 PM
                      I had a bit of trouble reading this. Both the applet and game are getting touch at the same time?
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                      I think what is happening is the web applet is getting touch because it's the most recently registered aruid but then when I disable its visibility it keeps touch
                      5:44 PM
                      and the application touch is disabled
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                      Narr the Reg 2/5/2024 5:44 PM
                      It should have similar rules to npad. Let me double check that.
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                      GitHub BOT 2/5/2024 6:00 PM
                      Eliminates the element from appearing on windows. On the top left. !image
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                      Build Notification BOT 2/5/2024 6:42 PM
                      Build #20240205.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub
                      Click to see attachment 🖼️
                      Narr the Reg 2/5/2024 6:42 PM
                      merged before CI completes. Heresy :P
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                      you already tested it on windows
                      6:42 PM
                      :P
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                      Build Notification BOT 2/5/2024 6:43 PM
                      Build #20240205.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:43 PM
                      Build #20240205.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:43 PM
                      Build #20240205.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:44 PM
                      Build #20240205.7 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub BOT 2/5/2024 7:45 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      all latest builds

                      Description of Issue

                      This problem seems to only affect amd's rdna 3 gpu! It was tested with GPU envy and the failure cannot be replicated, dump checks and many configurations were carried out without any improvement, once the failure occurs the game will not reopen, unless all saved game cache is deleted

                      Expected Behavior

                      the game should not break when op...
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                      the hardest part of reading user reports is figuring out what the fuck this means
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                      does Prime Remastered saves have images that indicate how far you are in the game? maybe the game has trouble loading such an image on startup?
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                      Pharynx
                      the hardest part of reading user reports is figuring out what the fuck this means
                      Hey, he's using Windons 11
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                      GitHub BOT 2/5/2024 8:21 PM
                      Not sure if this works as intended. I need to find a cheat script that needs this. But this should add support for those opcodes.
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                      Just sounds like a regular corrupted shader issue
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                      Pharynx
                      @Narr the Reg do I need to control which applet is currently getting touch from am?
                      Narr the Reg 2/5/2024 10:41 PM
                      The issue is not with touch. That works fine. I can't actually get the motion pointer working on EA. Works on mainline
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                      Narr the Reg 2/5/2024 10:49 PM
                      Currently debugging to find what causes this issue as we have no PR that affect input at the moment
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                      Currently we only activate motion for the latest active handle. This is not true for Mario Galaxy. This PR updates all active handles. Fixes #12923
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All android builds up to GitHub release 233

                      Description of Issue

                      The Lego Harry Potter collection includes two games, years 1-4 & years 5-7, launching years 1-4 works fine, but launching years 5-7 results in the game crashing to a halt, 0 FPS.

                      Expected Behavior

                      Both the games in the collection booting up.

                      Reproduction Steps

                      Launch the collection and choose years 5-7. ...
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                      GitHub BOT 2/6/2024 2:28 AM
                      This fixes #12852 to the intended color in dark and midnight themes. Preview Before !image After !image
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                      GitHub BOT 2/6/2024 2:49 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All Android builds

                      Description of Issue

                      Game runs fine for most of time, but then it randomly crashes. Maybe ram leak issue.

                      Expected Behavior

                      To not crash.

                      Reproduction Steps

                      Just playing normally.

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      CPU: Exynos 2400 GPU/Driver: Xcli...
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                      Oh boy
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                      GitHub BOT 2/6/2024 4:43 AM
                      One of the most common complains is how difficult is to use custom controller hotkeys. Right now users need to press home/screenshot button + another button at the same time to save the button presses. This makes it almost impossible to do a 3+ key press. This simplifies the method in these ways:
                      • One key presses are allowed. It will be user responsibility to avoid issues from accidentally pressing the hotkey while playing.
                      • You will see a preview of the button presses followed with "....
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                      Build Notification BOT 2/6/2024 3:25 PM
                      Build #20240206.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:26 PM
                      Build #20240206.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:27 PM
                      Build #20240206.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:28 PM
                      Build #20240206.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub BOT 2/6/2024 3:41 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-234

                      Description of Issue

                      Bright Memory: Infinite Gold Edition crash at specific scene of the beginning.

                      Expected Behavior

                      none

                      Reproduction Steps

                      from the log, gpu doesn't have some feature save - 2024-02-06 23_37.zip

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/...
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                      GitHub BOT 2/6/2024 4:11 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1705

                      Description of Issue

                      When making shortcuts on the desktop to a xci that has two games in it (Ex: ori collection), both shortcuts only go to one game, and there is no way to make a shortcut to the other

                      Expected Behavior

                      Each shortcut goes to its respective game instead of only going to one

                      Reproduction Steps

                      Dump a multi game XCI (Ex: ori collection), mak...
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                      GitHub BOT 2/6/2024 5:35 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      The drawer in Yuzu is quite good but if a game drops below 60 or 30fps the drawer animation gets very laggy. That doesn't look good at all. It would be great if the drawer gets replaced by an overlay like AetherSX2 has. It's transparent and pauses the game currently playing. It's always smooth because there is no stupid animation. ### Why would this feature be useful...
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                      GitHub BOT 2/6/2024 6:57 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1704

                      Description of Issue

                      Some "WarioWare: Move It!" don't work with 3rd party joycons, but work with original ones. The motion controls don't work as expected. From the microgames I've played, I've noticed faulty behavior in "Deep Fryer" and "Flight of Icarus".

                      Expected Behavior

                      These microgames should play with correct motion controls.

                      Reproduction Steps

                      Ope...
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                      knockoffs are bad™️
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                      GitHub BOT 2/6/2024 7:49 PM
                      Users keep mentioning that cheats that used buttons didn't work. I found that the game was running on cache so any memory writes to game code won't affect it until we invalidate the region. This should fully fix cheats for Mario Wonder and many more games.
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                      GitHub BOT 2/6/2024 9:06 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline yuzu | 1686

                      Description of Issue

                      I just started TOTK and then I got this popup. !image Yuzu is also not detecting the right driver version. Because inside the logs it says NVIDIA Drivers >= 510 do not support MSAA image blits. The thing is, that I have currently, as you can see ...
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                      GitHub BOT 2/6/2024 9:15 PM
                      This PR adds tooltips for many settings used in yuzu. The texts for them are sourced from the awesome Settings Glossary, by @goldenx86 which he did not add to the yuzu UI for some goddamn reason. Some of the texts have been changed to better fit the writing style of our tooltips.
                      ❤️ 6
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                      Desktop yuzu finally catching up to Android 😔
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                      just to provide a very small update; in the time since making this change I haven't experienced a single issue in BotW loading screens, but I do very occasionally get a softlock on the -first- in-game loading screen when playing pokemon scarlet/violet; if i decide to actually play that game further i might bring this up in #support-windows but i do wonder whether it's related or actually has some other cause
                      Avatar
                      I believe that one may be a race condition in the game
                      1:50 AM
                      I get it quite regularly
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                      does it happen on console?
                      2:21 AM
                      race conditions rarely happen on console because of cooperative scheduling
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                      I see. I'll actually try it on my own console later just to reassure myself.
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                      Pharynx
                      race conditions rarely happen on console because of cooperative scheduling
                      Can we have that on emu?
                      Avatar
                      the issue is not that KScheduler is not cooperative, because it is
                      3:04 AM
                      it's because the execution rate of threads isn't deterministic due to the underlying OS scheduler not being cooperative
                      3:05 AM
                      feel free to run yuzu on an rtos and tell me how it goes though
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                      Damn
                      Avatar
                      GitHub BOT 2/7/2024 3:14 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All Builds

                      Description of Issue

                      I have Yuzu Android Github downloaded. Google play store detects yuzu downloaded and says there is an update. Its annoying to always show that theres an update available even though I have the github version downloaded and up to date. Another annoying issue is i cant refresh the updates in google play when yuzu is always there. I have to close and r...
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                      This sounds like google skill issue
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                      it's a user issue
                      3:15 AM
                      disable auto updates for it in google play
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                      It'll still show up if you disable auto updates
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                      It just happens when you have the same signed app, IIRC
                      3:19 AM
                      Or something like that
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                      GoldenX86_64 2/7/2024 3:19 AM
                      oh i just ignore it
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                      When you have a modified APK from a different source, the Play Store will still check for updates on it for some godforsaken reason (edited)
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                      it only sees the package name
                      3:20 AM
                      it is unable to detect the signature issue
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                      Ah, ok
                      3:21 AM
                      I use a third party Instagram app and it does the same thing
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                      I'm a hipster
                      3:22 AM
                      I don't have the play store on my device
                      3:22 AM
                      either of my devices
                      3:22 AM
                      f-droid is enough
                      Avatar
                      GitHub BOT 2/7/2024 4:09 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-235

                      Description of Issue

                      A black graphic flicker bug appears in Resident Evil 5 Cutscenes ![Uploading Screenshot_20240207-110246.png…]()

                      Expected Behavior

                      I have provided an example image. like that's the bug.

                      Reproduction Steps

                      I do not really understand...

                      Log File

                      yuzu_log.txt ### S...
                      Avatar
                      GitHub BOT 2/7/2024 7:28 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu Android v235

                      Description of Issue

                      Just like the title the Cinematic Cutscene runs at slow speed specifically the intro Cutscene

                      Expected Behavior

                      https://github.com/yuzu-emu/yuzu/assets/151952973/a75636ca-0439-43b9-80e8-0ddd95627026

                      Reproduction Steps

                      https://github.com/yuzu-emu/yuzu/assets/151952973/27093b65-b126-4444-97b3-dff0d2b86792

                      Log File

                      ...
                      Avatar
                      GitHub BOT 2/7/2024 8:17 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      please devs we really need a Xbox port of this emulator there are lot of guys like me !! we have all nintendo emulators in xbox except switch and wii u.

                      Why would this feature be useful?

                      because a lot of people need this port and it can be useful
                      livereaction 6
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                      Maybe when Dozen works 10x better and Microsoft doesn't actively work to shut down things like this
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                      Pharynx
                      it's because the execution rate of threads isn't deterministic due to the underlying OS scheduler not being cooperative
                      i see. so... is there some kind of master entry in the issue tracker for things related to this effect?
                      Avatar
                      alkaid4982 2/7/2024 8:51 AM
                      Hi, first time working with yuzu code base. I am trying to implement the websession feature, mainly for the game "ring fit adventure". What is the expected way to interact with AppDataBroker from a multi-threading applet? A simplified description of websession behavior is: 1. the game running on thread X invokes web applet, which spawns a QtWebEngine browser on thread Y, Z, etc... 2. The browser at thread Y needs to get some info from the game so it wants to talk with the game via broker, this can happen at any time 3. The game running on thread X will return some data to the browser and hand over the control to the applet to process those data. The WebSession protocol requires "Ack" when processing those data, so the browser applet also needs access the broker on thread X. In total, there are at least two threads trying to access the broker (one is the game thread X processing game=>browser data, the other is the qt thread Y processing browser=>game data). I wonder whether the applet in general is expected to be single-threaded? And for the WebSession multi-threading case, what is a good way to fit the browser=>game message delivery in the existing applet->Initialize()/Execute()/ExecuteInteractive() semantics? My current thought is that the game thread X might just be blocked in the web applet and only return to the game when browser=>game happens or the browser exits.
                      Avatar
                      Avatar
                      Pharynx
                      race conditions rarely happen on console because of cooperative scheduling
                      alkaid4982 2/7/2024 9:06 AM
                      This is an interesting topic, can you point me to more details of how scheduling works on console (I know pretty well how scheduling works on linux) and what exactly does "cooperative" mean? Like does the game give hints to OS schedulers? (edited)
                      Avatar
                      OS' like Windows or Linux will just halt your threads as it wants, when it wants, in order to give everything equal time, which is preemptive scheduling, threads get preempted. Cooperative means the kernel doesn't just stop your threads from running, you have to give up control of your threads yourself, otherwise no other code will ever run.
                      👍 3
                      9:08 AM
                      That's my understanding anyway
                      9:10 AM
                      Some service calls will cause threads to switch automatically, like waiting on a mutex.
                      Avatar
                      Avatar
                      Maide
                      OS' like Windows or Linux will just halt your threads as it wants, when it wants, in order to give everything equal time, which is preemptive scheduling, threads get preempted. Cooperative means the kernel doesn't just stop your threads from running, you have to give up control of your threads yourself, otherwise no other code will ever run.
                      alkaid4982 2/7/2024 9:38 AM
                      Yeah, linux scheduling is indeed preemptive and has been using the CFS algorithm for a long time. I don't know how console scheduling works though. It makes sense that if console uses non-preemptive scheduling like you described, they worry a lot less about race conditions. Thanks.
                      Avatar
                      Anything that grabs the KSchedulerLock
                      👍 3
                      9:41 AM
                      Causes the thread to (potentially) switch
                      9:41 AM
                      I don't remember the specific name, it's something like that
                      9:42 AM
                      KScopedSchedulerLock
                      Avatar
                      Avatar
                      aphirst
                      just to provide a very small update; in the time since making this change I haven't experienced a single issue in BotW loading screens, but I do very occasionally get a softlock on the -first- in-game loading screen when playing pokemon scarlet/violet; if i decide to actually play that game further i might bring this up in #support-windows but i do wonder whether it's related or actually has some other cause
                      Read your post. I think there is a misunderstanding on the "hypervisor=off" flag. You are still using hypervisor and hardware acceleration thanks to "-cpu host", which explains you still have baremetal performance. The "hypervisor=off" is to disable a hint to your windows VM [1], which if enabled means "hey windows, you are running on a hypervisor so you are a VM". As for the occasional softlock you still get, I would suggest try cpu-pinning. I don't use proxmox and a quick search doesn't show any legit examples of configuring cpu pinning for proxmox. But since proxmox uses qemu, here are some legit examples to configure cpu pinning on qemu [2] [3]. [1] https://learn.microsoft.com/en-us/virtualization/hyper-v-on-windows/tlfs/feature-discovery#hypervisor-discovery [2] https://forum.level1techs.com/t/qemu-virtual-machine-cpu-pinning-how/195733 [3] https://mathiashueber.com/performance-tweaks-gaming-on-virtual-machines/
                      Avatar
                      Avatar
                      alkaid4982
                      Read your post. I think there is a misunderstanding on the "hypervisor=off" flag. You are still using hypervisor and hardware acceleration thanks to "-cpu host", which explains you still have baremetal performance. The "hypervisor=off" is to disable a hint to your windows VM [1], which if enabled means "hey windows, you are running on a hypervisor so you are a VM". As for the occasional softlock you still get, I would suggest try cpu-pinning. I don't use proxmox and a quick search doesn't show any legit examples of configuring cpu pinning for proxmox. But since proxmox uses qemu, here are some legit examples to configure cpu pinning on qemu [2] [3]. [1] https://learn.microsoft.com/en-us/virtualization/hyper-v-on-windows/tlfs/feature-discovery#hypervisor-discovery [2] https://forum.level1techs.com/t/qemu-virtual-machine-cpu-pinning-how/195733 [3] https://mathiashueber.com/performance-tweaks-gaming-on-virtual-machines/
                      It is definitely possible to configure pinning on proxmox but it's a little bit more involved than the whole XML-driven approach. It's on my "to do list" but I must say that since tweaking with some MSI stuff in my VM i've stopped having the audio and input stuttering that I very very occasionally used to see. As for what the -hypervisor flag does it's reassuring to know that it just disables a hint.
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android-202

                      Description of Issue

                      Darkest Dungeon keeps freezing at random times, the FPS drops to 0, the screen no longer changes, the sound may be wrong or normal, and I cannot interact with the game,but the emulator itself does not freeze, and I can draw out the emulator menu. This phenomenon often occurs when switching scenes, such as when starting a dungeon mission, when the ...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 235 android

                      Description of Issue

                      the game's audio is broken and sounds distorted even though it's running with stable fps

                      Expected Behavior

                      the sound should be clear without any noise

                      Reproduction Steps

                      .

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU:SD860 GPU/Driver:Adreno 640/ T...
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                      Avatar
                      alkaid4982
                      Hi, first time working with yuzu code base. I am trying to implement the websession feature, mainly for the game "ring fit adventure". What is the expected way to interact with AppDataBroker from a multi-threading applet? A simplified description of websession behavior is: 1. the game running on thread X invokes web applet, which spawns a QtWebEngine browser on thread Y, Z, etc... 2. The browser at thread Y needs to get some info from the game so it wants to talk with the game via broker, this can happen at any time 3. The game running on thread X will return some data to the browser and hand over the control to the applet to process those data. The WebSession protocol requires "Ack" when processing those data, so the browser applet also needs access the broker on thread X. In total, there are at least two threads trying to access the broker (one is the game thread X processing game=>browser data, the other is the qt thread Y processing browser=>game data). I wonder whether the applet in general is expected to be single-threaded? And for the WebSession multi-threading case, what is a good way to fit the browser=>game message delivery in the existing applet->Initialize()/Execute()/ExecuteInteractive() semantics? My current thought is that the game thread X might just be blocked in the web applet and only return to the game when browser=>game happens or the browser exits.
                      Narr the Reg 2/7/2024 12:43 PM
                      have you tried using the lle applet?
                      12:44 PM
                      I haven't tested yet but it will be easier and faster to fix the native applet rather than fix Qt
                      12:46 PM
                      Qt web has a bunch of bugs and is also a big % of yuzu binary size. Our goal is to remove web QT and leave only native support.
                      12:49 PM
                      to use the lle applet you need to add this to your branch https://github.com/yuzu-emu/yuzu/pull/12756
                      This pull request has been a long time in the making. But over the years, blocker after blocker has been removed, and now yuzu is able to run multiple guest processes at the same time! (Actually, i...
                      Avatar
                      alkaid4982 2/7/2024 1:07 PM
                      I was not aware of this effort. Let me test this with the ring fit adventure.
                      Avatar
                      100MB QT6 web engine LET'S GOOOO
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                      Avatar
                      Blinkhawk
                      there's definetely that possibility
                      Update on this, it did end up being a Turnip bug in the end which was confirmed after some wider testing. The issues with the descriptor set were due to the gfxrecon capture itself being broken, either way, thanks for looking into it on your end!
                      Avatar
                      Avatar
                      Mark
                      Update on this, it did end up being a Turnip bug in the end which was confirmed after some wider testing. The issues with the descriptor set were due to the gfxrecon capture itself being broken, either way, thanks for looking into it on your end!
                      Great to hear. I will, however, fix what was mentioned. I've just been busy with RL work.
                      😄 3
                      Avatar
                      Avatar
                      Moonlacer
                      Maybe when Dozen works 10x better and Microsoft doesn't actively work to shut down things like this
                      it should work 12x better (edited)
                      Avatar
                      Avatar
                      alkaid4982
                      Hi, first time working with yuzu code base. I am trying to implement the websession feature, mainly for the game "ring fit adventure". What is the expected way to interact with AppDataBroker from a multi-threading applet? A simplified description of websession behavior is: 1. the game running on thread X invokes web applet, which spawns a QtWebEngine browser on thread Y, Z, etc... 2. The browser at thread Y needs to get some info from the game so it wants to talk with the game via broker, this can happen at any time 3. The game running on thread X will return some data to the browser and hand over the control to the applet to process those data. The WebSession protocol requires "Ack" when processing those data, so the browser applet also needs access the broker on thread X. In total, there are at least two threads trying to access the broker (one is the game thread X processing game=>browser data, the other is the qt thread Y processing browser=>game data). I wonder whether the applet in general is expected to be single-threaded? And for the WebSession multi-threading case, what is a good way to fit the browser=>game message delivery in the existing applet->Initialize()/Execute()/ExecuteInteractive() semantics? My current thought is that the game thread X might just be blocked in the web applet and only return to the game when browser=>game happens or the browser exits.
                      Check this branch, which has support for the native web applet https://github.com/yuzu-emu/yuzu/pull/12756
                      Avatar
                      alkaid4982 2/7/2024 2:02 PM
                      Just tested this PR. I don't know what lle stands for but the native web applet in the above PR works fine. The game uses an AllForegroundInitiallyHidden offline web applet plus the WebSession feature.
                      Avatar
                      Narr the Reg 2/7/2024 2:05 PM
                      Just confirmed the applet is indeed working. lle == low level emulation == native
                      2:09 PM
                      You can compare the input/output of the native applet to fix the Qt one. However as I said before we want to completely get rid of web Qt
                      Avatar
                      Avatar
                      alkaid4982
                      Just tested this PR. I don't know what lle stands for but the native web applet in the above PR works fine. The game uses an AllForegroundInitiallyHidden offline web applet plus the WebSession feature.
                      WebSession is N's terminology for using the web applet
                      2:12 PM
                      the AllForegroundInitiallyHidden mode is one that is not currently supported by the Qt frontend
                      Avatar
                      alkaid4982 2/7/2024 2:12 PM
                      well, too many names then.
                      Avatar
                      the applet activates when it receives interactive in data requesting it to wake up
                      2:13 PM
                      it then uses am IWindowController to set itself to visible
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                      Avatar
                      Pharynx
                      the AllForegroundInitiallyHidden mode is one that is not currently supported by the Qt frontend
                      alkaid4982 2/7/2024 2:13 PM
                      Yes, this is what I wanted to fix at the very beginning without knowing the lle applet PR.
                      Avatar
                      since you have the native applet to reference now, you can check what is sent in the interactive in data that causes it to become visible (edited)
                      Avatar
                      alkaid4982 2/7/2024 2:16 PM
                      Is this native applet PR going to be merged soon? I already have a Qt web applet poc supporting WebSession and working with ring fit adventure in my setup. But as @Narr the Reg said, it is not worth fixing qt web applet given the native applet. I see most tasks are marked done in the native applet PR. It seems to be ready soon. (edited)
                      Avatar
                      I don't know what the merge schedule will be, it needs mainline testing
                      Avatar
                      Narr the Reg 2/7/2024 2:27 PM
                      This is a pretty new and big change. We are testing for stability but will get merged eventually, ideally in less than a month.
                      👍 3
                      Avatar
                      Narr the Reg 2/7/2024 4:53 PM
                      @alkaid4982 If you are interested in fixing this game there are a couple of issues that need to be fixed
                      4:54 PM
                      For example proper ring detection will be wonderful. Right now we just lie to the game that the ring is always connected
                      Avatar
                      GitHub BOT 2/7/2024 5:16 PM
                      This adds the userspace multi wait abstraction, and refactors the server manager and time worker to use it.
                      Avatar
                      GitHub BOT 2/7/2024 7:57 PM
                      Fix multiple gamepad tah conneced become 1 plaeyr[android]
                      Avatar
                      GitHub BOT 2/7/2024 8:10 PM
                      1. Fix compile error when receiving in domains (ArgType::Type doesn't exist, it's a shared_ptr) 2. Make unqualified ProcessId and AppletResourceUserId more convenient to use outside of IPC 3. Correctly handle null domain outputs
                      Avatar
                      Build Notification BOT 2/7/2024 8:34 PM
                      Build #20240207.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:35 PM
                      Build #20240207.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:35 PM
                      Build #20240207.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      GitHub BOT 2/7/2024 9:24 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      After 226 and newer

                      Description of Issue

                      The game worked well, but after switching to a new version, complete freezes periodically occur and it becomes impossible to play. https://github.com/yuzu-emu/yuzu/assets/127204156/665a8676-4037-4fdd-acd2-07785be32a13

                      Expected Behavior

                      Normal and playable condition, which was in version 224.

                      Reproduction Steps

                      Just laun...
                      Avatar
                      Avatar
                      Narr the Reg
                      @alkaid4982 If you are interested in fixing this game there are a couple of issues that need to be fixed
                      Yes, I would be interested. You mean the ring should be reconnect if the controller disconnect and reconnect while the game is running?
                      11:01 PM
                      I have seen this issue quite often already, since the linux bluetooth hid driver of the joycon controller has rumble related disconnection issue (https://github.com/DanielOgorchock/linux/issues/33).
                      Avatar
                      Narr the Reg 2/7/2024 11:02 PM
                      Yup exactly that. The game should also notify you that the ring is not attached to a joycon.
                      11:02 PM
                      Basically if you ever played this game on console, yuzu should report the same
                      11:03 PM
                      The service where all this magic happens is called hidbus https://github.com/yuzu-emu/yuzu/blob/master/src/core/hle/service/hid/hidbus.cpp
                      Avatar
                      I haven't played this game on console, but I can imagine this hidbus is supposed to report ring disconnection when losing the controller. I will take a look at this piece of magic.
                      Avatar
                      Narr the Reg 2/7/2024 11:07 PM
                      hidbus is the interface for external devices not just the ring. It reports what kind of device is attached and sends/receives commands from the controller.
                      11:09 PM
                      I'm afraid the service isn't accurate to nintendo code. But I have big chunks of RE for this so feel free to ask.
                      👍 4
                      Avatar
                      Narr the Reg 2/7/2024 11:56 PM
                      This one was a pending change I had. You should be free to modify the code after this
                      Avatar
                      GitHub BOT 2/8/2024 3:33 AM
                      Dynarmic crashes on 32bit games when invalidating memory while using cheats. This fixes the recent crashes with MHU. This is a temporary workaround while the real issue is fixed.
                      Avatar
                      GitHub BOT 2/8/2024 5:19 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline latest, Early Access 4096

                      Description of Issue

                      When I try to start TOTK, yuzu freezes and will not close unless I send it a signal (via the kill command). This does not happen on other games (to my knowledge), regardless of Opengl or Vulkan. When running yuzu from a terminal, it spits out the following error right when it freezes: ``` libpng warning: iCCP: known incorre...
                      Avatar
                      is this that windows dozen error?
                      Avatar
                      GitHub BOT 2/8/2024 9:11 AM

                      Is there an existing issue for this?

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                      Affected Build(s)

                      Yuzu 237

                      Description of Issue

                      https://github.com/yuzu-emu/yuzu/assets/78578824/1e9f5160-7be7-4be4-9205-c6c9c72ee690

                      Expected Behavior

                      The game just flicker on turnip driver, when i try qualcomm the game cant boot.

                      Reproduction Steps

                      So i tried accuracy high and it still flickers. Normal or high accuracy still flickers.

                      Log File

                      [yuzu_log.txt](https://github...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1706

                      Description of Issue

                      No sound devices !image

                      Expected Behavior

                      Sound devices !image

                      Reproduction Steps

                      I don't have another system to reproduce on. It started seemingly at...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      yuzu android nce

                      Description of Issue

                      Trails from zero and to azure stopped after 30 sec or so in nce. In jit stopped after approximately 5 10 min

                      Expected Behavior

                      Any start

                      Reproduction Steps

                      yuzu_log.txt

                      Log File

                      yuzu_log.txt ...
                      Avatar
                      GitHub BOT 2/8/2024 1:14 PM

                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android version 235

                      Description of Issue

                      I tried alisa dev's cut and got these results with turnip rev 17 drivers (I managed to watch custecene before bug 0.0 once but I couldn't play it when I recorded it) and qualcomm 690, I checked that the game and the update weren't corrupted as you can see from these screenshots, the game doesn't work in the base version either Turnip vid...
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                      Build Notification BOT 2/8/2024 4:01 PM
                      Build #20240208.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:02 PM
                      Build #20240208.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:03 PM
                      Build #20240208.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:04 PM
                      Build #20240208.6 part of pipeline yuzu patreon stage1 was manually stopped.
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                      GitHub BOT 2/8/2024 6:14 PM

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                      Affected Build(s)

                      latest main windows, android early access

                      Description of Issue

                      I followed the yuzu guide to dump firmware and keys from my own switch using TegraExplorer to dump firmware and Lockpick_rcm to dump keys. The keys work but the firmware does not seem to be working as mario kart 8 will not boot and the mii creator starts but can not load mii templates.

                      Expected Behavior

                      Mari...
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                      GitHub BOT 2/8/2024 7:25 PM
                      Fixes an issue where github builds would appear as android instead of android-236
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                      Build Notification BOT 2/8/2024 10:04 PM
                      Build #20240208.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      The play store requires us to list a reason accompanied by a video to show why we need the foreground service permission to continue publishing updates. In testing this to show why we need it, I found that there was an unnoticeable difference on my devices as to whether yuzu was killed or not when placed in the background with or without a foreground service. I additionally had @goldenx86 test to see if there was a difference and he was unable to find one either. So to make this easier on ...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1707

                      Description of Issue

                      I was trying to play some games on Yuzu using Vulkan when none of them would run. I get this error when running any game: !image When I go to GPU settings I only get the null option for my Steam deck: ![image](https://github.com/yuzu-emu/yuzu/assets/96402...
                      Avatar
                      Narr the Reg 2/9/2024 1:40 AM
                      @Pharynx deepfried
                      Avatar
                      GitHub BOT 2/9/2024 1:48 AM
                      Adds an additional overlay option to show if your device is thermally throttling Android has a system service that allows you to check if the system is reducing performance to improve throttling so we expose that via an emoji indicator. Each of these emojis will indicate the following thermal statuses. (Learn more about each status here) 🙂 - No throttling 😥 - Light throttling 🥵 - Moderate throttling 🔥 - Seve...
                      🥵 17
                      ☢️ 6
                      ❄️ 2
                      deepfried 2
                      Avatar
                      I love this little indicator
                      1:49 AM
                      It's so silly
                      Avatar
                      Lol, I love it
                      Avatar
                      lmao
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                      Avatar
                      Narr the Reg
                      @Pharynx deepfried
                      deepfried wow that's a stupid mistake
                      Avatar
                      Narr the Reg 2/9/2024 2:35 AM
                      noticed while rewriting bcat
                      Avatar
                      did it actually break anything?
                      2:35 AM
                      it looks like it would have worked because the typename OutLargeData is pattern matched
                      2:35 AM
                      instead of the buffer attr
                      Avatar
                      Narr the Reg 2/9/2024 2:35 AM
                      capsrv uses this. But I didn't notice any issue while using the service
                      2:37 AM
                      Also I'm pretty sure I know why bcat was broken. This is wrong. rb.Push(static_cast<u32>(write_size * sizeof(DeliveryCacheDirectoryEntry)));
                      Avatar
                      I assume it's probably supposed to be the number of entries
                      2:37 AM
                      since that's the convention used in most interfaces
                      Avatar
                      Narr the Reg 2/9/2024 2:37 AM
                      Entries from a buffer
                      Avatar
                      GitHub BOT 2/9/2024 4:51 AM
                      This service was in poor condition. While migrating I decided to split the service into individual interfaces. I also added the News interfaces needed by qlaunch.
                      Avatar
                      GitHub BOT 2/9/2024 7:55 AM

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                      Affected Build(s)

                      238

                      Description of Issue

                      In version 238 some change makes the name Fps and NCE very far from their original position on my phone making the word "fps" almost impossible to see, it also happens when you turn off the termal icon: https://github.com/yuzu-emu/yuzu/assets/154700588/8b95e089-1479-4026-a36f-163466370331 https://github.com/yuzu-emu/yuzu/assets/154700588/b1f1fe7f...
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                      GitHub BOT 2/9/2024 9:51 AM

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                      Affected Build(s)

                      Android-234

                      Description of Issue

                      The opening of this game is bit laggy on 191 version, but its more laggy on version 234 Comparison : On 191, fps is 40+, audio good, but video a bit laggy : https://github.com/yuzu-emu/yuzu/assets/107557824/a6d887cd-f9bc-4141-9cf3-8d94bb864800 On 234, fps 60, but video and audio more laggy https://github.com/yuzu-emu/yuzu/assets/10755782...
                      Avatar
                      GitHub BOT 2/9/2024 1:14 PM

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                      What feature are you suggesting?

                      Hello, I hope you guys added the 270p resolution feature officially. This is a screenshot of a custom build at 270p. I don't think it's as bad as 180p, but it makes it a little lighter than 360p. !Screenshot_20240209-201013 ![Screenshot_20240209-201005](https://github.com/yuzu-e...
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      probably nvdec related
                      Avatar
                      Yeah a few people have been saying it, but it runs fine for me and fine for most, gidoly can't reproduce it.
                      2:03 PM
                      It's just running too slowly for some reason.
                      2:03 PM
                      I imagine some phones too slow for software ffmpeg? We really need the ARM native versions (edited)
                      2:04 PM
                      It's an order of magnitude speedup for x86.
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      it's 0.375x and not 0.25x... but it already looks horrendously awful
                      2:12 PM
                      worse than the people who stretch the image to their screens
                      Avatar
                      yeah its really bad
                      Avatar
                      Narr the Reg 2/9/2024 2:24 PM
                      I wonder why they keep trying every week
                      Avatar
                      Avatar
                      Pharynx
                      probably nvdec related
                      someone else was able to confirm it regressed after nvdec merge
                      Avatar
                      Yeah i said it was
                      Avatar
                      Avatar
                      Maide
                      I imagine some phones too slow for software ffmpeg? We really need the ARM native versions (edited)
                      A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation - GitHub - DLTcollab/sse2neon: A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation
                      3:02 PM
                      you could try this
                      3:02 PM
                      or well, I could try it, since I have the android build set up
                      Avatar
                      Yeah I have no way to test it, I can't just yolo something that I can't test
                      3:07 PM
                      Oh or is that just a wrapper?
                      3:07 PM
                      Yeah try that
                      Avatar
                      well, it compiles
                      3:14 PM
                      it doesn't seem much faster though
                      Avatar
                      Avatar
                      Pharynx
                      or well, I could try it, since I have the android build set up
                      I highly discourage it though
                      3:30 PM
                      When I wrote neon by hand I used that to find equivalents
                      3:30 PM
                      For most instructions we use in VIC it generates 2-10 neon instructions
                      Avatar
                      How are you trying to tell the speed byte?
                      3:33 PM
                      The FPS counter doesn't say anything anymore
                      3:33 PM
                      For nvdec
                      Avatar
                      Avatar
                      Blinkhawk
                      For most instructions we use in VIC it generates 2-10 neon instructions
                      according to another tester it fully fixes the decoding perf in most games
                      3:36 PM
                      I don't think instruction count is that important if ilp is high
                      3:37 PM
                      also you have to consider the memory bottleneck
                      Avatar
                      Avatar
                      Maide
                      How are you trying to tell the speed byte?
                      well, I checked 3das video and it was not fixed
                      Avatar
                      3das video is slow?
                      3:58 PM
                      That shouldn't happen
                      Avatar
                      it's slow on my piece of crap phone
                      Avatar
                      There's something worse going on if that video is slow, can you perf it at all?
                      Avatar
                      it should be full speed on a normal device
                      3:59 PM
                      it was slow before nvdec branch (edited)
                      Avatar
                      Build Notification BOT 2/9/2024 4:48 PM
                      Build #20240209.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:48 PM
                      Build #20240209.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:49 PM
                      Build #20240209.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 2/9/2024 4:49 PM
                      Build #20240209.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:50 PM
                      Build #20240209.6 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 239

                      Description of Issue

                      The game just crash at launch

                      Expected Behavior

                      The should work

                      Reproduction Steps

                      Just launch game

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      CPU: 7+gen2 GPU/Driver: Adreno 725, turnip drivers RAM: 12gb OS: Android 13
                      Avatar
                      This fixes some 0 fps bugs in NCE Unreal games and likely some other engines.
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                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu build 241

                      Description of Issue

                      Yuzu app crashes every time for every game whatever I do on my Oneplus 11, used to work well but now randomly crash for many games, even pixel games. I tried several drivers with no success, games can boot, sometimes it doesn't crash but most of the times it crash.

                      Expected Behavior

                      Not crashing anymore after booting the games ### Reprodu...
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                      what a useful issue report -.-
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu 242

                      Description of Issue

                      Usually it would happen during gameplay but on this occasion the game crashed during its opening cutscene which is alot earlier then usual https://github.com/yuzu-emu/yuzu/assets/105066739/40b3ebfc-ed39-4c22-9863-d9716eec63a7

                      Expected Behavior

                      The opening would complete then ingame after 10-20 minutes it crashes (or instantly depending ...
                      Avatar
                      Older Adreno drivers crash when comparing exact values of gl_VertexIndex. How does a bug like this even exist????
                      kek 7
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      241

                      Description of Issue

                      There's no visual output for FNAF games on Android (game receives input, maintains 60fps and outputs sound)

                      Expected Behavior

                      Proper output of graphics

                      Reproduction Steps

                      Launch FNAF game on Android (tested with 1 and 2)

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU...
                      Avatar
                      Update dynarmic to 6.6.3 This fixes invalidation-related racing for x86_64 hosts. This fixes several issues:
                      • Race in A32 frontend access of internal invalidation queue when sending invalidating requests from multiple thread or if an invalidation request is sent whilst an invalidation is taking place.
                      • Potential unnecessary delay in complying with invalidation request in A64 frontend.
                      Avatar
                      I wonder if this will also fix my issue with scripted breakpoints
                      7:46 PM
                      those weren't working right before
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                      possibly
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                      sadly it did not
                      7:51 PM
                      it's probably a yuzu bug though
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                      Build Notification BOT 2/10/2024 9:06 PM
                      Build #20240210.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Pharynx
                      it's probably a yuzu bug though
                      yeah I think I know what the issue is, I need to pull in some more KDebug primitives
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                      Do the tma service too
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                      Includes memory leak fix lat9nq/tzdb_to_nx#18 reported by @liamwhite. Includes option to specify a custom zoneinfo dir and version string lat9nq/tzdb_to_nx#17.
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                      This PR refactors the fs interfaces further. All IFile, IDirectory and IFileSystem calls now go to FileSystemAccessor (fsa), which allows us to abstract the actual fs calls a bit better and matches them closer to the actual console. The second commit refactors those classes to use the new cmif IPC interface. There should be no functional changes for the users from this PR.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Andriod 243

                      Description of Issue

                      Frames drop to zero and game freezes

                      Expected Behavior

                      Not that

                      Reproduction Steps

                      Move to another area or moving in general

                      Log File

                      Can't find a way to send it I'll keep looking

                      System Configuration

                      CPU:idk GPU/Driver:snapdragon 888/ latest turnip RAM:8 gb OS:andriod
                      Avatar
                      Can't find a way to send log file
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      To combine these 2 hotkeys into Toggle Fullscreen: !yuzu_hotkeys

                      Why would this feature be useful?

                      Their function seems redundant.
                      Avatar
                      Redundant unless you like options for special configurations on your emulator
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                      it really seems unnecessary
                      1:10 AM
                      why did we add it?
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                      @Narr the Reg I had some time to take a deeper look in to the joycon, ringcon and hidbus code but still couldn't find the mechanism to notify the game of input device disconnected. It looks like the "EmulatedDevice" is handed over to the game and assumed to always stay connected. Upon joycon disconnect and reconnect, yuzu will maintain event handlers correctly to continue updating the state of the emulated device but won't redo the ringcon initialization process (part of something called setpollingmode, which was initiated from the game). Am I getting this right? (edited)
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                      Narr the Reg
                      I'm afraid the service isn't accurate to nintendo code. But I have big chunks of RE for this so feel free to ask.
                      This was the context.
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                      Build Notification BOT 2/11/2024 3:43 AM
                      Build #20240211.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:44 AM
                      Build #20240211.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      alkaid4982
                      @Narr the Reg I had some time to take a deeper look in to the joycon, ringcon and hidbus code but still couldn't find the mechanism to notify the game of input device disconnected. It looks like the "EmulatedDevice" is handed over to the game and assumed to always stay connected. Upon joycon disconnect and reconnect, yuzu will maintain event handlers correctly to continue updating the state of the emulated device but won't redo the ringcon initialization process (part of something called setpollingmode, which was initiated from the game). Am I getting this right? (edited)
                      Narr the Reg 2/11/2024 3:55 AM
                      you won't find it because it doesn't exist yet. Otherwise the game will work properly
                      3:59 AM
                      My first suggestion will be to use the Qt setting to enable/disable the ring and make the game detect that properly. Then later on start tinkering with the emulated controller to signal that properly
                      Avatar
                      Avatar
                      Narr the Reg
                      My first suggestion will be to use the Qt setting to enable/disable the ring and make the game detect that properly. Then later on start tinkering with the emulated controller to signal that properly
                      Do you mean let the configuration gui to do the "SetPollingMode" when enabling the ring in the qt settings? Just like what game would initialize?
                      4:23 AM
                      I also observe that the ring configuration (i.e., player1=>right-joy as right; player2=>left-joy as dual) will often/always automatically add a player3=>keyboard during SetNpadMode because "We have two controllers connected to the same npad_id we need to split them". Is that new player3=>keyboard expected behavior? (edited)
                      Avatar
                      Avatar
                      alkaid4982
                      I also observe that the ring configuration (i.e., player1=>right-joy as right; player2=>left-joy as dual) will often/always automatically add a player3=>keyboard during SetNpadMode because "We have two controllers connected to the same npad_id we need to split them". Is that new player3=>keyboard expected behavior? (edited)
                      Narr the Reg 2/11/2024 4:33 AM
                      Ah this is another bug related to this game. Let me explain briefly why this happens. This game uses dual joycon mode with one side connected. When you open the config and save. yuzu reconnect the controller as a dual joycon with both joycons connected. The then splits the controller again into another set of dual joycon with one side connected
                      4:34 AM
                      so you end up with more controllers each time you open the config window
                      4:37 AM
                      This game is an absolute gem when it comes to input. I haven't seen another game that does the same
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                      Based on my understanding, if we can distinguish "one-side-joycon used as dual" from "dual-joycon used as dual", then we can avoid the splitting operation thus avoid this bug?
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                      Narr the Reg 2/11/2024 4:42 AM
                      yup
                      Avatar
                      Avatar
                      alkaid4982
                      Do you mean let the configuration gui to do the "SetPollingMode" when enabling the ring in the qt settings? Just like what game would initialize?
                      And about the ring initialization issue, did I get you correctly? (edited)
                      Avatar
                      Narr the Reg 2/11/2024 4:45 AM
                      For that I just meant a way to connect/disconnect the ring easily so we can make 100% sure that is working as intended. It could be anything else like holding a button or something like that.
                      4:51 AM
                      We have to report properly for IsExternalDeviceConnected and update the shared memory accordingly https://github.com/yuzu-emu/yuzu/blob/master/src/core/hle/service/hid/hidbus.h#L78
                      4:52 AM
                      I'm honestly not really sure how the other flags of shared memory interact
                      4:53 AM
                      Actually hold up I should have a homebrew for this
                      4:54 AM
                      327.27 KB
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      My request has two components: adding new filters, and giving users more choice in how they're used. Similar to Cemu, I think it would be helpful if users could select a separate filter for upscaling and downscaling. Different filters are better for scaling different content. For example, hermite is good when downscaling (no ringing / aliasing) but produces blocking ar...
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                      Narr the Reg
                      We have to report properly for IsExternalDeviceConnected and update the shared memory accordingly https://github.com/yuzu-emu/yuzu/blob/master/src/core/hle/service/hid/hidbus.h#L78
                      Do you mean the game will actually periodically call IsExternalDeviceConnected and check whether the ring is still connected? If not the game will redo the initialization again?
                      Avatar
                      Narr the Reg 2/11/2024 4:55 AM
                      I did put a break on the function but wasn't actually called, but I did had to implement it holothink
                      4:56 AM
                      So probably the game relies more heavily on what the shared memory says
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                      Narr the Reg
                      Click to see attachment 🖼️
                      I don't have a switch and have no knowledge on interpreting this homebrew thing.
                      Avatar
                      Narr the Reg 2/11/2024 4:58 AM
                      Then it might be really hard to implement this feature. We basically have to learn what's the correct way to do it. Either by experimenting or doing actual RE
                      Avatar
                      Avatar
                      Narr the Reg
                      So probably the game relies more heavily on what the shared memory says
                      But from the discussion, I think you would suggest figuring how the game would detect a ring disconnect (e.g., play with the shared memory and unlikely to be the IsExternalDeviceConnected) and see the game's behavior. Mimic the game's behavior and call a bunch of functions from the qt settings is a worse approach, right?
                      Avatar
                      Avatar
                      alkaid4982
                      Based on my understanding, if we can distinguish "one-side-joycon used as dual" from "dual-joycon used as dual", then we can avoid the splitting operation thus avoid this bug?
                      Meanwhile, I will also see how to distinguish this two cases. Worst case, I imagine adding a new qt gui config option for emulated dual-joycon saying "this is dual but only use left/right side". (edited)
                      Avatar
                      This fixes a bug from #11889 where per-game input config would not be cleared upon selecting "Use global input configuration" I mistakenly interpreted "If key is an empty string, all keys in the current group() are removed." where I thought that only settings with no value should be removed. This was obviously in reference to how you pass in an empty QString to QSettings::remove in order to delete an entire section. 🤦
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      244

                      Description of Issue

                      The game is getting 0 fps while playing story mode the audio can be hearable only. I think in version v241 the game runs fine and does not have this bug while playing this game. !Screenshot_2024-02-11-19-34-43-74_ff30e97793d7c52fedd433a73d8d09b9 ### Expected Behav...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1711

                      Description of Issue

                      When ever I use my configured screenshot button on my controller it does not take a screenshot, yet when I use a keyboard hotkey it works.

                      Expected Behavior

                      It is supposed to take a screenshot with the controller's capture button.

                      Reproduction Steps

                      Set a button on the controller to the capture button, go to hotkey settings then set t...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All android versions(tested now on 244)

                      Description of Issue

                      I tried mofumofusensen with accuracy level on High, reactive flushing on, turnip rev 17, cpu debugging for extra log help(i think), and cpu acurracy on accurate and still the game doesn't render anything(i tried with qualcomm drivers too, no lucky) https://github.com/yuzu-emu/yuzu/assets/154700588/f1213407-5d33-40bc-8...
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                      News service is domain. I also somehow forgot to implement some Qlaunch functions.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-244 (Commit hash aeefba524)

                      Description of Issue

                      Starting a new Mario Odyssey run on the Retroid Pocket 4 Pro. Game runs alright at 50-60FPS, but upon reaching the end of the bossfight in Cascade Falls, the game crashes during a specific frame of the animation that plays when you get the triple moon. It could also have something to do with not installing any updates for...
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                      mali ☠
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                      Depends on #12756, which must be merged first. This PR rewrites am to use the new IPC. It should have no user-facing changes.
                      Avatar
                      Build Notification BOT 2/12/2024 2:59 AM
                      Build #20240212.1 part of pipeline yuzu patreon stage2 was manually stopped.
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                      Push forward bluemetheus
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      An Overview of all installed Updates in the nand Folder. At the Moment this is only possible Game by Game and only if the game is installed. There must be an Overview in the Settings which shows all installed Updates. There the user can delete Updates which are not needed anymore.

                      Why would this feature be useful?

                      To manages not needed Updates and the disk used s...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1711

                      Description of Issue

                      Some platforms in these specific levels in Crash 2 won't rise up properly after you step on them and sometimes they won't even appear but they're still present in the environment. https://github.com/yuzu-emu/yuzu/assets/118506238/b2e493b7-a10d-458c-b3e7-671cd5582772

                      Expected Behavior

                      https://github.com/yuzu-emu/yuzu/assets/11850623...
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                      Migrates to the new IPC interface and implements GetKeyCodeMap correctly as previous implementation was completely wrong.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Flatpak 1711

                      Description of Issue

                      The Graphics Core seems to be unable to initialize. !εικόνα

                      Expected Behavior

                      Games should run.

                      Reproduction Steps

                      Install Yuzu. Add Games. Try to run a game.

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/14250155/yuzu...
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                      ಠ_ಠ
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                      I've received a couple reports for this so clearly some people are speeding through the UI quickly enough to accidently delete their save data. I swapped the "OK" and "Cancel" buttons to hopefully alleviate this. !image
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1712

                      Description of Issue

                      Game works 100% perfectly up until this point. Nothing really abnormal in the logs and there is no log entry when it's stuck on black screen. After the cutscene peach says 'go mario' and he goes into the castle and the screen goes black and the game is no longer progressable. Picture from another user on Reddit w/ Issue. Not my pict...
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                      it's the video cutscene bug
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                      Narr the Reg
                      Ah this is another bug related to this game. Let me explain briefly why this happens. This game uses dual joycon mode with one side connected. When you open the config and save. yuzu reconnect the controller as a dual joycon with both joycons connected. The then splits the controller again into another set of dual joycon with one side connected
                      Following up on this. I am implementing the logic to distinguish "one-side-joycon as dual" from "dual-joycon as dual". I find the dual-joycon splitting code (https://github.com/yuzu-emu/yuzu/blob/2ff45cd0da941dce2564f5c18c580d0283da27bf/src/hid_core/resources/npad/npad.cpp#L752) does not split the joycon correctly as the actual button mapping is not split to two devices. The newly created controller_2 here seems to have default empty mapping. Is this intended or indeed left unimplemented? PS: will redirect future discussions to DM. Didn't see the moderator message. (edited)
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                      Narr the Reg 2/12/2024 11:47 PM
                      That's correct I just split the npad but I did not move the mappings.
                      11:48 PM
                      We should move the mappings as well
                      Avatar
                      Fixes crashes when closing applets. This just stops the crash, the code is clearly not working correctly because the call in Unmap to invalidate the region fails to fully invalidate it before the interface is closed, and the references to it incorrectly stick around after the underlying memory is gone.
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                      13000
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                      index get
                      1:07 AM
                      nice trips
                      1:08 AM
                      what are the odds I also get 13333
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                      This was intended to keep vram usage from expanding to fill the entire gpu on dedicated cards. I am not convinced this limit is really necessary and it is causing issues with native resolution mods.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Not

                      Description of Issue

                      No

                      Expected Behavior

                      No

                      Reproduction Steps

                      No

                      Log File

                      Can a add android aarch64

                      System Configuration

                      Device Specifications:
                      • CPU:
                        • Type: Octa-Core (Cortex-A53 and Cortex-A73)
                        • Configuration: 4 cores at 1.71 GHz and 4 cores at 2.19 GHz
                      • GPU/Driver: Mali-G51 MP4
                      • RAM: 6GB
                      • Operating System: Android (Model: STK-L21)
                      ...
                      Avatar

                      Issue

                      Device Specifications:
                      • CPU:
                        • Type: Octa-Core (Cortex-A53 and Cortex-A73)
                        • Configuration: 4 cores at 1.71 GHz and 4 cores at 2.19 GHz
                      • GPU/Driver: Mali-G51 MP4
                      • RAM: 6GB
                      • Operating System: Android (Model: STK-L21)
                      • Storage: 128GB
                      7:02 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Can a add android aarch64

                      Why would this feature be useful?

                      Can a add android aarch64
                      Avatar
                      GoldenX86_64 2/13/2024 7:08 AM
                      Gotta love Android kids
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                      That's how normal human beings ask for things, for sure
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 245 (df869c3bb)

                      Description of Issue

                      Certain textures, such as character eyes and Zelda's harp render incorrectly, either appearing completely transparent or laid over the model geometry at a lower opacity. !Screenshot_20240213-221014 ![Screenshot_20240213-221406](https://github.com...
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                      Build Notification BOT 2/13/2024 1:19 PM
                      Build #20240213.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:19 PM
                      Build #20240213.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:19 PM
                      Build #20240213.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:20 PM
                      Build #20240213.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                      The limit register for vertex buffers is purely advisory. Since I'm pretty sure we don't support sparse buffers at all, this will ensure we don't expand to fill all available memory with buffers if the guest driver passes something like 4GB and has something mapped on the high end. Fixes #12185
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                      Had a couple requests for settings that I expose/add
                      • FSR sharpness slider: Changes how sharp the image will look when using FSR
                      • Vertical alignment: Allows you to move the emulation surface to the top/bottom/center of your display
                      !image
                      🎉 3
                      Avatar
                      Low resolution users rejoice
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-247

                      Description of Issue

                      titles which require entry from the software keyboard are not prompting the field for entry. selection of the aforementioned input results in a crash or hang regardless of the title or config. !Screenshot_20240213-110447 ![Screenshot_20240213-110452](htt...
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                      Mali moment
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                      • Fixes an issue where "Close" appeared where "OK" should in message dialogs
                      • Show a cancel option for the delete addons dialog
                      • Prevent the user from dismissing the mod/cheats notice (Can only be dismissed via "OK" or "Close")
                      Avatar
                      Build Notification BOT 2/13/2024 7:47 PM
                      Build #20240213.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      7:50 PM
                      Build #20240213.8 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline 1713

                      Description of Issue

                      Trying to play 1-2-Switch and both controllers vibrate at the same time, even though in gameplay each player has their own clues and is supposed to feel different vibrations

                      Expected Behavior

                      Joycons have their own vibration

                      Reproduction Steps

                      1. Set up joycons in settings separately, Player 1 Left Joycon, Player 2 Right Joycon 2. La...
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                      hey do the windows builds currently use qt5 or 6? I can't find the docker images for windows here https://github.com/yuzu-emu/build-environments (edited)
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                      They use Qt5 because the WebEngine shipped with qt6 is too big in size
                      1:51 AM
                      so we are waiting for native applets to be fully functional, so we can remove QWebEngine and update Qt
                      👍 4
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                      GoldenX86_64 2/14/2024 1:51 AM
                      Hope that solves the gsync issue
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                      flTobi
                      so we are waiting for native applets to be fully functional, so we can remove QWebEngine and update Qt
                      so can I target qt6 if I'm planning to make frontend changes? (edited)
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                      target both
                      👌 5
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                      Narr the Reg 2/14/2024 1:52 AM
                      webengine can be completely disabled with a cmake flag
                      1:52 AM
                      By default is off
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                      Splits vi into separate service files and takes advantage of the serializer. Should have no user-facing changes, but testing needed as always.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android v248

                      Description of Issue

                      The crashes a few seconds after entering and exiting the game menu, Another thing I notice is that I have to be deleting the shader cache every time I enter the game or the game won't start. https://github.com/yuzu-emu/yuzu/assets/4172898/7de8b05e-d7ae-4d5b-8a6b-6c845f6ee808

                      Expected Behavior

                      the game should not crash ### Reproduct...
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                      wow, I wonder what the issue could be (definitely couldn't be an invalid shader) kek
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                      Android moment
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-248

                      Description of Issue

                      Bluetooth keyboard connect/disconnect invoke app reload main activity and loading popup window appears. Possible fix: add android:configChanges = "keyboard|keyboardHidden" attribute into your AndroidManifest.xml: Reference: https://stackoverflow.com/questions/31032042/android-get-restarted-once-it-is-connected-or-disconnected-to-bluetooth-d...
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                      Recreation bug 😔
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Hello, from other emulators for Android and Steam Link i know some cool features which would also be cool for yuzu! As i don't have a controller i usually use onscreen controls for playing. Depending on how they are implemented this can be more or less pain, but there are some mechanics which make life a lot easier. **Let the whole Touchscreen or just the right pane...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      it is a very tedious thing to open the browser and enter github to download every day. use github restapi to get latest yuzu release https://docs.github.com/zh/rest/repos/repos?apiVersion=2022-11-28#list-repository-activities

                      Why would this feature be useful?

                      it is a very tedious thing to open the browser and enter github to download yuzu every day.
                      Avatar
                      Build Notification BOT 2/14/2024 5:03 PM
                      Build #20240214.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Currently suspension does not put processes other than the main process to sleep. With applets running, it is now possible for this to have noticeable side effects. This fixes the problem by moving away from SetActivity and adding a new suspend type for the system level suspends we want to enforce.
                      10:02 PM
                      This adds focus state handling and process lifecycle management to am, which now allows e.g. processes to be suspended when they fall out of focus and for process termination to guarantee event signaling in am. Depends on #13017, #13011
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Mainline Build - bd7480b66

                      Description of Issue

                      Flickering objects in the map, didn't encounter this problem with older versions of Yuzu, so it seems something recently introduced... !image Tried to change CPU Accuracy, Gfx options and Gfx Advanced options but nothing solved it. ### Exp...
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Github 247, 248, 249

                      Description of Issue

                      The game crash on turnip. Even after it boot and loading luckily, it has texture graphic bug and just crash

                      Expected Behavior

                      Should be work well. Actually the game works properly in old skyline but too slow so I can't play well. It would be great if we can play in yuzu

                      Reproduction Steps

                      Just run the game

                      Log File

                      Build ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      mac!

                      Why would this feature be useful?

                      yes!
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1715

                      Description of Issue

                      When connecting multiple Xbox controllers via an Xbox Wireless Adapter I'm seeing duplicates in the Input Device dropdown. This is causing the wrong controller to be mapped to the Player. Since yuzu uses the SDL controller library I wanted to see how SDL was enumerating the controllers. Using the SDL Gamepad Tool it's showing duplicate GUIDs for ...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      all

                      Description of Issue

                      Starting from this old bug #8639 some time ago with Zelda: Link's Awakening... ... I've been able to reproduce the issue again even with modern drivers (current 551.23 SD) and recent Yuzu mainline builds, and I've found the real cause of this choppiness issue. The issue happens if you have an external monitor attached (I use a gaming laptop with GTX 1070...
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                      @GoldenX86_64 is this known
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                      Interesting
                      9:34 PM
                      Can't say I've ever tried that
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                      Do we recreate the swapchain or do any display transforms in that game?
                      Avatar
                      user says any game
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1714

                      Description of Issue

                      Previously Monster Hunter Rise ran without issue on Steam Deck but in the latest yuzu, the graphics are full of artifacts. !20240215155849_1

                      Expected Behavior

                      Monster Hunter Rise ran without graphic artifacts like in the previous versions. ### Repr...
                      Avatar
                      GoldenX86_64 2/15/2024 11:11 PM
                      Never tried switching displays live
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1708 - 1715

                      Description of Issue

                      Scaling on VULKIN API has an issue. Changing YUZU Resolution to anything other than 1x results in Texture Blending issues.

                      Expected Behavior

                      Beautiful shades of grass mixed with dirt and stone. Roots that pop out of the ground and really suck the water out of the air for nourishment. Canyons that extend past our wildest dreams into t...
                      Avatar
                      Fixes #13025 Can't use ConstOffset with the scaler because resolution info is dynamic, so...
                      🎉 10
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                      and yes I made sure astral chain is still working on qualcomm drivers
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1706

                      Description of Issue

                      When running on wayland under linux with display scaling enabled in KDE/GNOME settings (mine is set to 125%), the performance drops significantly when increasing window size or switching to fullscreen. Performance is fine is scaling is set to 100%. The issue is more pronounced with fractional scaling, as with 200%, the performance impact is far l...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Yuzu is improving their performance and compatibility but they really should add a feature to configure control / control remapping for player 1 and player 2 and so on. It's a necessary option specially for an emulator.

                      Why would this feature be useful?

                      It will help to use various controller as well as splitting and using keyboard for multiplayer
                      Avatar
                      Issue does not occur when yuzu is used in xwayland mode.
                      1:50 PM
                      I need you to understand that this is what we ship for a reason
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                      Narr the Reg 2/16/2024 2:40 PM
                      Please illuminate the user. I'm a blind man when it comes to non CLI linux
                      Avatar
                      I did
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                      Avatar
                      Narr the Reg
                      Please illuminate the user. I'm a blind man when it comes to non CLI linux
                      I really want to just redirect all wayland issues to this tbh https://github.com/PCSX2/pcsx2/pull/10179
                      kek 6
                      3:10 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Is it also possible to have the auto-updater for portable mode?

                      Why would this feature be useful?

                      A little quality-of-life improvement instead of manually downloading the ZIP file. Also, let me know if this option already exists in portable mode and I totally missed it. Thanks!
                      Avatar
                      Build Notification BOT 2/16/2024 6:12 PM
                      Build #20240216.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      6:17 PM
                      Migrates the interface and adds a few functions needed by Qlaunch
                      6:19 PM
                      Implements the launcher for Qlaunch. Fixes the user creation applet. Implements caps_a::GetAlbumFIleList and erpt::SubmitContext.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1716

                      Description of Issue

                      When scouting or synthesizing monsters the game uses Asian characters (unsure if it's kanji or another language) to name the monster despite the game being US version and all other text being in English. The keyboard is also set to English (US). It often, but randomly crashes after accepting the input and asking me if I'd like to change my party...
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                      GoldenX86_64 2/16/2024 9:41 PM
                      Wayland being useless? That's nothing new
                      Avatar
                      Input mapping is finally here and we have a lot to cover! Here's what's new
                      • Connecting and disconnecting each controller
                      • Changing each controller's type between Pro Controller, Left Joycon, Right Joycon, Handheld (player 1 only), and Gamecube
                      • Selecting a device from the "Input device" dropdown to auto-map a controller
                      • If you don't have any controllers mapped, you can still start any game and have the first connected controller ready to play with auto-mapping
                      • Creating/loading...
                      inklingDance 7
                      prometheus 5
                      Avatar
                      Finally free
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                      GoldenX86_64 2/17/2024 3:32 AM
                      android users are eeping rn
                      Avatar
                      now what we should ask t895 to do
                      3:33 AM
                      livereaction
                      Avatar
                      Probably to finish my compose rewrite for the input overlay
                      3:34 AM
                      It's been gathering dust and doesn't need much more to finish
                      3:35 AM
                      Then I'll probably figure out SAF interactions so we can get install-less updates/dlc and relocating user folders
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                      GoldenX86_64 2/17/2024 3:35 AM
                      i should challenge you to a mario kart match
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                      I'll win
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                      nah i'd win
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                      meanwhile another big rewrite from me deepfried 64 files changed, 1746 insertions(+), 1471 deletions(-)
                      3:36 AM
                      almost done just some crashes to work out
                      👀 9
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                      GoldenX86_64 2/17/2024 3:37 AM
                      byte never rests
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                      over drive
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                      yuzu hero
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                      7000 lines changed in a week is too much
                      3:41 AM
                      I need to slow down lol
                      speed 8
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                      speedrunning qlaunch support (edited)
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                      for basic support there is genuinely not that much left to do I would say
                      3:43 AM
                      but to actually run the whole thing... yikes
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                      you have lot of time left till blink finish video core refactor
                      3:44 AM
                      🐸
                      Avatar
                      finishing implies he started it kekflip
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                      well he started to design (edited)
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                      As long as it releases before Gaia we'll be fine
                      kekw 3
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                      GoldenX86_64 2/17/2024 5:02 AM
                      basically
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                      is that a challenge
                      Avatar
                      While in the process of working on the am changes in #13018, I had to work around some structural issues with the way display resources are managed. This resolves those issues at the macro level, as am is no longer talking directly to nvnflinger and vi now does all the management (ideally in the future we would have omm do the management) Unfortunately there ended up being so many issues to resolve to move and separate things out of nvnflinger that it was not really feasible to split up th...
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                      GoldenX86_64 2/17/2024 5:14 AM
                      dude
                      5:14 AM
                      do you even sleep
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                      Avatar
                      GoldenX86_64
                      do you even sleep
                      byte has a goal of making each progress report longer than the last one
                      Avatar
                      GoldenX86_64 2/17/2024 5:16 AM
                      can't say it's torture for me as he ends up fixing what i write every time
                      5:16 AM
                      i miss his paint doodles though
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                      graphic design is my passion
                      5:17 AM
                      dammit I got clanged
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                      GoldenX86_64 2/17/2024 5:18 AM
                      if nobody got you, clangformat got you, by the b**ls
                      Avatar
                      Too many service files still depend on kernel headers directly or indirectly, but this should speed up the build a little bit and make recompiles after changing kernel headers shorter.
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                      well that didn't work at all
                      7:46 AM
                      ci builds are 3-4 minutes slower
                      7:46 AM
                      it helped my rebuilds though because I don't use pch
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1716

                      Description of Issue

                      Splatoon 2 is unplayable due to graphical bugs. I tested with the accuracy at HIGH and it didn't change anything. !01003bc0000a0000_2024-02-17_10-13-06-156 ![01003bc0000a0000_2024-02-17_10-13-17-242](https://github.com/yuzu-emu/yuzu/assets/159582509/7476b...
                      Avatar
                      💪 okay, so far so good, got what feels like a clean feeling implementation that nukes existing firmware nca's and replaces them with the firmware in the selected folder. Now i just need to convince yuzu to re-initialize them without exploding.
                      10:21 AM
                      wait, nevermind. the files i copied in are 0kb.
                      10:21 AM
                      hm
                      10:23 AM
                      oh neat. So if VirtualDir::Copy fails to copy a file into a folder, it leaves behind a 0kb file. nice of it
                      Avatar
                      Progress 😁
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                      oh, no. it's much worse. Copy doesn't seem to do what I thought at all
                      10:27 AM
                      seems like it's more oriented around copying files around within the vfs structure?
                      Avatar
                      there we go, had to use the raw copy helper
                      Avatar
                      Okay, got a first-pass implementation working. Gotta clean it up and add some extra error handling and I'll get a PR out.
                      Avatar
                      Hm. Interesting wrinkle. If a user installs firmware over the top of existing firmware, after a game has been run then stopped, it appears that yuzu maintains an open handle to one of the .nca files
                      12:12 PM
                      Seems to do so permanently, too
                      12:12 PM
                      even if the game doesn't seem to need firmware installed at all
                      12:13 PM
                      the simple workaround would be to just disable installing firmware after a game has been run at all, but it doesn't seem like we should be maintaining that handle if emulation has stopped.
                      12:14 PM
                      from firmware 17.0.0, that file is c54ebe776753510d634c9085a7bd5ddf.nca
                      12:16 PM
                      okay, i have to hit the sack, it's 11pm. If anyone has thoughts, let me know, i'll pick it up in the morning
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      252

                      Description of Issue

                      Issues with rendering and overheating

                      Expected Behavior

                      Proper rendering and less overheating

                      Reproduction Steps

                      Launch the walking dead: new frontier

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU: Snapdragon 888 GPU/Driver: Turnip R17 RAM: 8gb OS: Android 13
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1686 and on until current update

                      Description of Issue

                      You cannot use the keyboard function in monster hunter generations ultimate from mainline build 1686 until the latest official release. The keyboard works on mainline 1695 and below, but with a slight visual glitch on the top of the screen as you can see in the attached ss ![Captura de pantalla 2024-02-17 143515](http...
                      Avatar
                      Avatar
                      ashteranic
                      from firmware 17.0.0, that file is c54ebe776753510d634c9085a7bd5ddf.nca
                      I'm gonna guess this is the version nca
                      Avatar
                      it's not
                      3:50 PM
                      it's the timezone info file
                      3:50 PM
                      something is leaking that on shutdown
                      3:50 PM
                      @Maide ^
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                      How would I even find that
                      3:52 PM
                      Oh, I think I know why
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                      it's probably from your globals
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                      Yeah that's what I just saw
                      3:53 PM
                      I reset it on boot but not shutdown
                      3:55 PM
                      Haven't updated or built Yuzu in a while, this is gonna take some time
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Add detailed cheat settings At the moment, you have to add each cheat separately, which is a little inconvenient. add the ability to add one txt file with cheats and a subsequent selection to activate cheats from this file Thx!

                      Why would this feature be useful?

                      there will be no need to store a lot of folders for cheats and confusion in them I have attach...
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      Narr the Reg 2/17/2024 4:16 PM
                      @gidoly the walls are listening
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I have see benchmarks of Mediatek Dimensity 1200 running Assassin's Creed games, but in my Poco X4 GT which has Dimensity 8100, Assassin's Creed games crashes.

                      Why would this feature be useful?

                      There is a lot of users who have the same processor and support for this cpu will be great for us mali users.
                      6:24 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Introduce an option in the settings to remove the progress bar on the loading screen, leaving just the logos (or nothing at all, if the loaded software does not provide any).

                      Why would this feature be useful?

                      Makes the emulator experience feel more like a real Switch.
                      Avatar
                      Avatar
                      Maide
                      Haven't updated or built Yuzu in a while, this is gonna take some time
                      If you roughly point me to where it is, I could take a crack at it and roll it into my PR when I release that
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                      I already PR'd it
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                      Oh hah, never mind, I missed it, 6am strikes again (edited)
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                      Test it for me tho see if it fixes the issue
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                      Will do when I get done with a few chores. I haven't tested games that have multi-player or miis yet, could well be other things leaking.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      When using hot keys, especially in full screen, I would like to see text pop up on the screen that informs the user what setting was changed and what hot key was used. Ideally this would work similar to an Android toast message, where the text would show up the screen for a few seconds and then disappear. Example: 1. User presses "Start + DPAD Up" to enable docked mo...
                      👍 3
                      Avatar
                      I really like this feature in blender
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                      mm. rolling that into an on-screen indicator for shader compilation/fps in fullscreen would be nice. I meant to take a quick crack at it before I moved countries, but ran out of time.
                      8:05 PM
                      (and realistically, probably didn't have the expertise necessary to figure out how to slip it into the graphics stack)
                      Avatar
                      it's a lot easier now
                      8:06 PM
                      I have a single place in the compositor where you can put whatever overlays you want
                      8:07 PM
                      it was previously very confusing
                      Avatar
                      yeah, it's more that i'm a novice about a bunch of vulkan stuff in general.
                      8:08 PM
                      need to spend some time playing with shaders.
                      8:08 PM
                      get it to render text in a box that auto-expands depending on the amount shown, etc.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1717

                      Description of Issue

                      When attempting to load a skylanders figure when the game asks you to, it will get stuck on the steady screen for an infinite amount of time. Tried every settings change possible as well as both joycons and a pro controller to scan the figures with no change in the results. I have been able to scan 2 figures but i have not been able to scan them ...
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                      Avatar
                      Maide
                      Test it for me tho see if it fixes the issue
                      Well, i can nuke all of the firmware files after a game in your PR when I can't with current builds, looks good to me.
                      Avatar
                      Cool, I was worried about more references existing
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                      It does raise the point that I need to check some games that touch other parts of the firmware, like multiplayer or miis, though.
                      8:25 PM
                      hm, and i need to disable the option to install firmware when running various applets, too.
                      Avatar
                      or probably just while running anything at all
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                      that i'm already doing
                      8:26 PM
                      if running applets sets the "emulator is running" flag then that's already happening, i just need to test it
                      8:29 PM
                      they do, good.
                      Avatar
                      This PR adds a UI menu entry to install firmware. It'll prompt the user where their firmware dump is, verify that it contains at least one NCA file, clean the existing firmware registered folder, and then copy the new files in, and re-run the firmware check. It does require keys to already be installed (and yuzu to have been restarted to read them), but it should help simplify the process of installing firmware.
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                      Rewrites and adds new functionality for partial qlaunch support
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                      Byte does not sleep
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                      Hm. Is there a local project to build that runs the spelling check, or is it only the github gate?
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                      Avatar
                      Moonlacer
                      Byte does not sleep
                      he became highly advanced ai
                      Avatar
                      Build Notification BOT 2/17/2024 10:57 PM
                      Build #20240217.1 part of pipeline yuzu patreon stage1 failed.
                      Avatar
                      Build Notification BOT 2/17/2024 11:06 PM
                      Build #20240217.2 part of pipeline yuzu patreon stage1 failed.
                      11:12 PM
                      Build #20240217.2 part of pipeline yuzu patreon stage1 failed.
                      Avatar
                      Btw, I don't have a linux machine handy. I'm pretty sure everything I wrote will be platform agnostic, but I'm still nervous about it. If someone could test my PR works okay to install firmware on linux, that'd be handy.
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                      I only have a windows machine to test with rn
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                      same, sadly. had to discard a lot of hardware when I moved countries a couple of weeks ago.
                      Avatar
                      Issue:
                      • Just Dance 2023 does not boot
                      • Cause is 2 missing stubs
                      Solution:
                      • Add a stub GetCacheStorageMax method which sets a cache size by default
                      • Add a stub FlushAccessLogOnSdCard method which returns success
                      Outcome:
                      • Game actually starts
                      !justdance2023_boots
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                      a rare auto approve from a new contributor
                      12:03 AM
                      especially for HLE
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                      Are they meant to be both 0xFFFFFF?
                      Avatar
                      yuzu emulates other savedata max sizes with that value
                      12:04 AM
                      application_functions.cpp: *out_max_normal_size = 0xFFFFFFF; application_functions.cpp: *out_max_journal_size = 0xFFFFFFF;
                      Avatar
                      seems reasonable. you'll have way, way more issues out of windows or linux if you've run completely out of disk space before yuzu behaving weirdly becomes a problem.
                      Avatar
                      well
                      12:07 AM
                      the correct thing to do is to respect the nacp limit
                      12:07 AM
                      at least for applications
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                      Those are 0xFFFFFFF
                      12:07 AM
                      New one is 0xFFFFFF
                      12:08 AM
                      But it's cache size rather than save data size so I dunno, as long as it's not too big or too small
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                      Avatar
                      ashteranic
                      Btw, I don't have a linux machine handy. I'm pretty sure everything I wrote will be platform agnostic, but I'm still nervous about it. If someone could test my PR works okay to install firmware on linux, that'd be handy.
                      you will be happy to know that it works
                      12:43 AM
                      really well in fact
                      Avatar
                      nice
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                      does it do nca validation? doesn't look like it?
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                      no more than we already do on startup by cracking open one nca to look for the version number, currently
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                      I assume "verify installed content" doesn't check the firmware at all
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                      it does
                      12:45 AM
                      it checks everything that is considered "installed"
                      Avatar
                      ah, cool. I'll see if i can get it to run a subset to validate the firmware files specifically in a following PR. I can't think of an instance where we've run into corrupt firmware anyway, so it doesn't feel urgent to add it in when there's already a way to do it.
                      12:47 AM
                      I kinda want to try to tackle installing keys first
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                      I see corruption constantly on steam deck
                      12:47 AM
                      it happens to like 1/5 users it's crazy
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                      oh really? people copying the files over with dodgy network connections?
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                      no, sd card
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                      hm
                      12:48 AM
                      exfat strikes again? or some other factor?
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                      probably
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                      Hm. System NAND content is likely to only contain the .nca's for the firmware, right?
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                      that's the only thing it should contain
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                      game updates and dlc goes into the user folder?
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                      okay. Mind if i modify ContentManager::VerifyInstalledContents to add some flags that makes it only scan the system nand when set? I can just re-use that to re-run validation on the firmware after install. Seems like it'll be easy enough to just not add the user nand RegisteredCache to the content_providers vector
                      Avatar
                      okay
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                      Narr the Reg 2/18/2024 1:12 AM
                      I sometimes wonder how I survive with these errors
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                      okay. verify integrity check seems to work okay.
                      1:28 AM
                      zeroed out a chunk of a firmware nca and it got flagged as being bad after install
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                      Narr the Reg 2/18/2024 1:28 AM
                      Try with borked keys
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                      this refuses to do anything if the keys aren't functional
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                      integrity verification doesn't care about keys because it doesn't decrypt the ncas
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                      although i don't have older keys on hand to test it anymore.
                      1:29 AM
                      sadly, they didn't make it across the international move. I could dump wrong keys with an older lockpick though
                      Avatar
                      decrypting the ncas is very slow and not needed for what it accomplishes
                      1:29 AM
                      what you do want to make sure is that you can decrypt at least the system version nca when installing
                      Avatar
                      Yes, the code calls the same routine that does that on startup
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                      then it's fine
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                      Narr the Reg 2/18/2024 1:30 AM
                      Actually a button to install keys will be fantastic as well
                      1:31 AM
                      No need to open appdata anymore for regular users
                      Avatar
                      yeah, installing keys is next on my todo list
                      1:32 AM
                      Anyway, updated PR is up
                      Avatar
                      will check after CI
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                      no rush, i'm going to get lunch
                      1:33 AM
                      btw, didn't you say that the filename was the same as the sha256 checksum? is that what's actually used to verify the file matches?
                      Avatar
                      because i tried just renaming a file to be different from its checksum, and that didn't seem to cause an error
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                      if the file doesn't match the correct form then it isn't checked
                      Avatar
                      i had to hexedit a file to zero out some of it
                      1:34 AM
                      ah, okay
                      Avatar
                      the name needs to be in the form of a ncm::ContentId
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                      that'dexplain it then, i probably messed up the content id
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                      change a 0 to 1 in the name
                      1:35 AM
                      then it should complain
                      Avatar
                      either way, i got there
                      1:36 AM
                      and of course, the problem with this is that this will have no way to know if some files are just completely missing
                      Avatar
                      that's always a risk
                      1:36 AM
                      yuzu is generally functional with even no firmware files, but with the caveat that some games do not work (edited)
                      Avatar
                      yeah, can't completely save people from bad hardware, forgetting to unmount a drive or missing a step.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1717

                      Description of Issue

                      As far as I can remember this game had vibration when got hit, using the shield, or charging power hit with the sword... Today I noticed is gone (?), no vibration anymore. With other games rumble work fine. Is it just me? XBox One BT controller.

                      Expected Behavior

                      Controller rumble effect hitting walls, when you Link gets hit, using the shield etc. ...
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      ktLinted agony
                      Avatar
                      Build Notification BOT 2/18/2024 3:23 AM
                      Build #20240218.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:23 AM
                      Build #20240218.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:23 AM
                      Build #20240218.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/18/2024 3:51 AM
                      Build #20240218.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/18/2024 4:18 AM
                      Build #20240218.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      I should probably start squashing those commits
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 254

                      Description of Issue

                      Hello, the "Content install notice" dialog is missing a "cancel" button. !Screenshot_20240218-074906

                      Expected Behavior

                      Dialog can be canceled.

                      Reproduction Steps

                      Add incompatible game update or DLC.

                      Log File

                      No file ### System Configurat...
                      Avatar
                      Hm, okay. I've got yuzu installing keys and reloading them via the keymanager. But just re-initializing the filesystem isn't populating the games list from an existing configured folder.
                      7:46 AM
                      it works.
                      7:46 AM
                      PR coming soon
                      Avatar
                      Import keys, re-initialize KeyManager, re-scan vfs, re-populate game list.
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                      (one of these days i'll pass codespell on the first try) (edited)
                      Avatar
                      (once again, when the build's finished, i'd appreciate a good kicking on linux. It's using std::filesystem to copy the files, and should still be filesystem agnostic, but always happy to have coverage)
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Especially with the famous fps mods

                      Why would this feature be useful?

                      Bug fix
                      🤦 2
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      20240217+

                      Description of Issue

                      Hello Since the 20240217 build, the onscreen touch controls don't seem to operate at all. I noticed the new "Controls" menu which marks all controllers disconnected and can't turn them on. Tried to reset the overlay to no avail. Thanks

                      Expected Behavior

                      Touch screen controls should work.

                      Reproduction Steps

                      Install any android b...
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                      GitHub
                      Click to see attachment 🖼️
                      works for me 🤷
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4146 and Mainline 1717

                      Description of Issue

                      I have an intergrated GPU and an independent GPU But I can only select intergrated GPU in configuration -> Graphics -> Device

                      Expected Behavior

                      two GPUs show up in the menu

                      Reproduction Steps

                      I don't know. Before I upgraded both yuzu and gpu driver everything's fine. maybe it's the driver? does any...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android ?-254

                      Description of Issue

                      The cutscenes after defeating the Four Divine Beasts will stably trigger a crash. Checking the log seems to be related to the video module.

                      Expected Behavior

                      Dont Crash

                      Reproduction Steps

                      For example, defeating the mythical beast in Death Mountain will steadily trigger a crash.

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-em...
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                      Affected Build(s)

                      Android-254

                      Description of Issue

                      No matter what I do, I can't solve the graphics bugs of not being rendered properly in cyber shadow. I am sharing the log file as well as some screenshots. Hopefully, there will be a solution to this. yuzu_log.txt ![Screenshot_2024-02-18-19-28-34-16_ff30e97793d7c52fedd433a73d8d09b9](...
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                      Fixes an issue where player 1 could be mapped silently with the controller on port 0 even if you wanted to use touch controls for P1 and a controller for P2
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                      I neglected to map touches to the touchscreen when refactoring in the input mapping PR. This fixes that regression. Closes #13058
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                      Build Notification BOT 2/18/2024 3:25 PM
                      Build #20240218.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:26 PM
                      Build #20240218.8 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 2/18/2024 3:28 PM
                      Build #20240218.9 part of pipeline yuzu patreon stage1 was manually stopped.
                      3:31 PM
                      Build #20240218.10 part of pipeline yuzu patreon stage1 failed.
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                      Build Notification BOT 2/18/2024 3:39 PM
                      Build #20240218.11 part of pipeline yuzu patreon stage1 was manually stopped.
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                      its impossible to keep up with the pace of PRs xd
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                      flTobi
                      its impossible to keep up with the pace of PRs xd
                      the android-only hotfixes I just automerge when they pass CI
                      👌 5
                      3:53 PM
                      android users are on top of things
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                      flTobi
                      its impossible to keep up with the pace of PRs xd
                      I got a ton of requests today so I've been on full throttle all morning
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                      Some engines are harcoded into emulated controller to overload our input capabilities. These two aren't always compiled so it will trigger an error on input_common. Fix this by clearing out the parameters when they aren't compiled.
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                      Build Notification BOT 2/18/2024 5:04 PM
                      Build #20240218.2 part of pipeline yuzu patreon stage2 was manually stopped.
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                      Affected Build(s)

                      Mainline Build - 8766303f9

                      Description of Issue

                      I play Zelda Tears of the Kingdom extensively and daily. FPS was always capped at 30 and that was fine by me. The update we have this morning lifted that FPS cap, and I just can't do this. The game is at least twice as fast. Cutscenes are overlapping. Loading times also overlap, and the game kind of breaks after about ten minutes of ...
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                      Fixes #13033 and all other cases where the applet keyboard was not displaying the input string correctly
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                      Maybe fixes SSBU keyboard, as well?
                      8:22 PM
                      I tested ssbu specifically
                      👍 3
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      DLC files can have their own updates, this is not accounted for in the UI, it will just tell you if the DLC is installed or not. Example DLC in this case: "Sid Meier's Civilization VI - Babylon Pack"

                      Why would this feature be useful?

                      You would be able to tell if you DLC is up to date.
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                      Oh hey. That'd probably be a bad idea. Just realized I'm not cleaning out the existing key files before copying the new ones in. Makes it possible for a user to inadvertantly end up with mismatched prod.keys and title.keys
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                      Narr the Reg 2/18/2024 9:19 PM
                      there's no mismatched keys. A newer key file is always backwards compatible
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                      Hm. Still, doesn't cost much to make sure it's completely clean. for some weird reason a user could legitimately own multiple switches and accounts they're switching between
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                      it's never necessary to remove title or amiibo keys
                      9:25 PM
                      for title keys, with no titlekek available for the given nca key generation from prod keys the decryption process will fail much earlier on
                      9:25 PM
                      deleting them gains you nothing
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                      Fair enough. Still feels better to move from a known state to a known state.
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                      I think some people would actually be pissed if they installed new titlekeys and their amiibo keys would be deleted for example
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                      Hm, are those not also tied to prod keys?
                      9:30 PM
                      okay. I'll take that back out, and just stick to copying any new files that're found in. I feel like this feature is only ever going to be able to cover the 95% case, anyway, there's always going to be someone doing something weird that this process will likely hinder and they'll just prefer to manually manage keys.
                      9:30 PM
                      the ultimate goal is to simplify the quickstart guide.
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                      Yes, having instructions that work is very intuitive
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                      mm. I still want to resolve the issues we have with nxdt_host and A/V screaming about it, too.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4149 (And older EA)

                      Description of Issue

                      Various issue on World 8 :
                      • Sky of the city show black
                      • Extreme light effect (and lasers) can show properly with black sky
                      • World 8-MM invisible lasers

                        Expected Behavior

                        • Sky of the city work
                      • Light and lasers work properly
                      • Lasers show properly

                        Reproduction Steps

                        Just go to any World 8 level for the firs...
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                      GitHub
                      Click to see attachment 🖼️
                      okay, I'm pretty sure I've addressed all of the changes. I'd still appreciate it if someone could give it a smoke test on linux. I won't have a working linux environment up for a few more days.
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                      ashteranic
                      okay, I'm pretty sure I've addressed all of the changes. I'd still appreciate it if someone could give it a smoke test on linux. I won't have a working linux environment up for a few more days.
                      Side note - thanks for changing it to a single file picker
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                      yeah, it makes it easier on the users to do so than picking a blank-feeling location. For the firmware, it's a bit easier, since tegraexplorer dumps it into a directory with the version number in its name
                      11:37 PM
                      I mainly just ended up with the "pick folder" thing since i was using the firmware installer's code as a basis and didn't think it through.
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                      Build Notification BOT 2/19/2024 12:05 AM
                      Build #20240219.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      12:05 AM
                      Build #20240219.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      I don't really know much about switch development/yuzus codebase, have been a dev generally for 10+ years though; I'm trying to teach yuzu to load files with SaveDataType::CacheStorage from a cache dir as there are games which depend on modding said cache to be playable
                      12:31 AM
                      (mainly Just Dance 2023, users store cache files to allow song playback without needing a connection to Ubisoft Servers)
                      12:32 AM
                      the weird thing is, whenever I'm adding my SaveDataInfo the game ends up loading endlessly, it doesn't crash or throw any errors - it just hangs
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                      the game calls OpenSaveDataInfoReaderOnlyCacheStorage?
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                      yes
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                      mm, the save data filter reader strikes back
                      12:35 AM
                      it lists all of them successfully?
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                      if I put a breakpoint@ my listing code, it looks like it yes
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                      you have something more than ISaveDataInfoReader::ReadSaveDataInfo?
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                      I don't know anything about yuzus codebase or switches internals, so maybe I'm just doing something dumb
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                      the functionality for reading cache storage is already supposed to be there
                      12:37 AM
                      though it's implemented really badly as is par for the course for yuzu filesystem emulation (edited)
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                      I assume the SaveDataSpaceId TemporaryStorage is used also when games are trying to access their cache
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                      that part is not correct
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                      oh : s
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                      it's supposed to be CacheStorage
                      12:39 AM
                      fortunately for you, you don't have to worry about incorrect implementations of temporary or cache storage because they are transient
                      12:39 AM
                      so if you fix this you don't need to migrate any data
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                      Pharynx
                      it's supposed to be CacheStorage
                      SaveDataType::CacheStorage, SaveDataSpaceId::TemporaryStorage - right?
                      12:56 AM
                      Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
                      12:56 AM
                      here's my attempt at it so far
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                      at this point it might literally be easier to just implement SaveDataInfoFilterReader lol (edited)
                      12:58 AM
                      your call to read savedata for cache storage still passes temporary storage as the filter
                      12:59 AM
                      the proper space for it is NandUser
                      12:59 AM
                      not TemporaryStorage
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                      hmm, still dead
                      1:05 AM
                      [ 9.955502] Service.FS <Info> core\hle\service\filesystem\fsp\fsp_srv.cpp:OpenSaveDataInfoReaderOnlyCacheStorage:598: called [ 9.965486] Core <Warning> core\hle\service\hle_ipc.cpp:WriteBuffer:389: skip empty buffer write
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                      empty buffer write sounds problematic
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                      only thing I know so far is, without the info.emplace_back call it works fine
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                      With emplace you should pass the arguments directly, not an object of that type
                      1:43 AM
                      That's the point of emplace
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                      I think you're spot on, I put a BP at the error and traced up - last thing that happens is ReadSaveDataInfo
                      1:59 AM
                      the range_size which is calculated based on the std::vector<SaveDataInfo> info is 0
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                      This was surprisingly painless
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                      even though it wouldn't explain why it works for pre-existing cases
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                      Sounds like there's different isntances of the object being called on
                      2:10 AM
                      Or it's reset for some reason
                      2:10 AM
                      If you log the value of this are they the same both times?
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                      So what will this new IPC migration allow us to do next?
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                      Narr the Reg 2/19/2024 2:13 AM
                      Next? We have the benefits right now :P Removes duplicated code and allows to use the same fuctions games call from other services. Before this wasn't possible so we had to make managers to be able to execute the code
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                      it also makes it way cleaner to implement the methods in the first place
                      2:16 AM
                      push/pop has tons of visual noise and is a huge pain to work with especially when arguments have special alignment considerations
                      2:18 AM
                      also we kept getting it wrong
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                      Narr the Reg 2/19/2024 2:21 AM
                      You can still make mistakes. But it's much more intuitive :P
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                      flTobi
                      This was surprisingly painless
                      reviewed
                      💝 5
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-256

                      Description of Issue

                      titles which require entry from the software keyboard are not prompting the field for entry. selection of the aforementioned input results in a crash or hang regardless of the title or config. recently merged PR did not fix the issue. ![304480775-96486926-a050-4102-a411-0b51baca951e](https://github.com/yuzu-emu/yuzu/assets/114634824/370b2675...
                      kek 2
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                      Expected is it pulling up the applet
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                      Moonlacer
                      Expected is it pulling up the applet
                      I found the issue
                      4:01 AM
                      it's mali 😔
                      💀 10
                      4:01 AM
                      mali device losses in all the applets
                      4:01 AM
                      I think we need to make the default for the keyboard applet the emulated one on android
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                      mali moment ™️
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                      Truely a love hate relationship with QT
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                      @flTobi any particular opinions? I'm leaning towards just making it a QStringLiteral like you suggested than making it a translatable description. (Thanks to QT for merging the filter in with descriptive text sigh)
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                      the issue is because of mali's lack of geometry shader support
                      4:58 AM
                      the applets mostly render with it just hacked out completely (edited)
                      4:59 AM
                      4:59 AM
                      it's really glitched though
                      5:02 AM
                      actually no sorry
                      5:02 AM
                      tfb
                      5:03 AM
                      gs itself is fine
                      5:03 AM
                      it's the interaction with tfb that is the problem
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                      Why does an applet need TFB
                      5:05 AM
                      lol
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                      all of the applets are based on sead GameFrameworkNx (edited)
                      5:06 AM
                      and sead probably just is designed to use it unconditionally
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                      Really fixes #13074. (Mali specific issue) I tried not using geometry streams and it passes validation but crashes in the driver shader compiler so this is as good as it's going to get !malikb
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                      Build Notification BOT 2/19/2024 5:38 AM
                      Build #20240219.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:38 AM
                      Build #20240219.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:39 AM
                      Build #20240219.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                      yikes. Didn't realize tegrarcmgui was built using MFC 🤢
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android v256

                      Description of Issue

                      When editing virtual controls there is no option to save the changes and you have to close the emulator for them to be saved.

                      Expected Behavior

                      to save the changes without closing the emulation

                      Reproduction Steps

                      edit the virtual controls and close the settings and you will notice that you can still move the position controls ### Log ...
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                      GoldenX86_64 2/19/2024 5:58 AM
                      another mali moment for the article
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                      they were so close to getting a technical win (by being compliant to vulkan API)
                      5:58 AM
                      and then they had that crash in their shader compiler
                      5:58 AM
                      L
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                      GoldenX86_64 2/19/2024 5:58 AM
                      second best proprietary driver
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      254+

                      Description of Issue

                      Portal 2 doesn't boot from Android build 254 onwards. Build 253 boots and runs fine.

                      Expected Behavior

                      Portal 2 game booting and running

                      Reproduction Steps

                      Load Portal 2

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU: Snapdragon 8 gen 2 GPU/Driver: Turnip R17v2 RA...
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                      hmm another to look at
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-256

                      Description of Issue

                      I cannot add 2nd character ingame Rayman Legends Definitive Edition. While controls settings are set correctly and are working in other games it is not working for Rayman Legends Definitive Edition.

                      Expected Behavior

                      Able to add more controllers/heros ingame.

                      Reproduction Steps

                      Just start game with multiple controllers and try to add m...
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                      I'm looking for somebody wanting to learn a bit more about C++ and yuzu and who's learning to code. I need somebody who can help write tests for a lot of data structures in yuzu.
                      1:05 PM
                      the current focus is data structures used by the GPU backend as well as new ones I'm creating, like: https://github.com/yuzu-emu/yuzu/blob/master/src/common/lru_cache.h https://github.com/yuzu-emu/yuzu/blob/master/src/common/range_sets.h https://github.com/yuzu-emu/yuzu/blob/master/src/common/range_map.h It's a fun little project as it's a base start for getting to know how many things work inside. My endgoal on this project is for such person to help test and debug the swizzling / unswizzling algorithms in yuzu.
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                      Fixes a couple things from the previous refactor:
                      • Fixes #13077
                      • Fixes shutdown deadlocks in applets
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                      Build Notification BOT 2/19/2024 3:52 PM
                      Build #20240219.7 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Great way to start my day with two very stupid bugs
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                      Build Notification BOT 2/19/2024 6:46 PM
                      Build #20240219.8 part of pipeline yuzu repository sync was manually stopped.
                      6:46 PM
                      Build #20240219.9 part of pipeline yuzu repository sync was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 256

                      Description of Issue

                      If you switch the controller type for player 1 to Handheld while using touch controls, many games will no longer receive inputs. I have tested this on both mGBA, Pokemon Brilliant Diamond and Tomb Raider I-III and they all give identical results. [https://cdn.discordapp.com/attachments/408390910242586635/1209213857390792704/screen-20240219-1946...
                      kek 2
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                      ^ @t895
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                      Build Notification BOT 2/19/2024 9:48 PM
                      Build #20240219.11 part of pipeline yuzu repository sync was manually stopped.
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                      Okay. Any further concerns about the key/firmware install process? Or can we merge the second part? https://github.com/yuzu-emu/yuzu/pull/13056
                      Import keys, re-initialize KeyManager, re-scan vfs, re-populate game list.
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android256 255 86d26914a

                      Description of Issue

                      When I start the game, it crashes within a few seconds.It also did not occur on the 8Gen3 Xiaomi 14 Pro.I asked for support on Discord official server, but it didn't resolve the issue, so I'm reporting it here. https://github.com/yuzu-emu/yuzu/assets/80091095/4b8b32bf-6e9d-4afe-b489-c0abd62a10df

                      Expected Behavior

                      https:/...
                      🚙 10
                      💥 10
                      🚗 10
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                      Crash
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Enable user to mapping input using a keyboard.

                      Why would this feature be useful?

                      A lot of people don't have more than one controller, so using a keyboard for input mapping and splitting it as player 1 and player 2 would be very convenient.
                      Avatar
                      is that not possible already?
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                      Haven't tried, but if it detects any input device it should???
                      11:16 PM
                      Apparently it doesn't work right now
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                      flTobi
                      is that not possible already?
                      Narr the Reg 2/19/2024 11:24 PM
                      We aren't listening to keyboard. I think we explicitly filter out non gamepad inputs
                      11:25 PM
                      I still don't know why you don't play on PC instead if your are going to bring a full keyboard
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                      ohhhh, its android....
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                      Shouldn't that be added regardless? It's an option on Dolphin Android, but that does add clutter to the selectable devices
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                      Narr the Reg 2/19/2024 11:43 PM
                      Yes it needs to be added. But not as a regular gamepad. But a keyboard instead. So the native keyboard is functional on the 3 games that support it
                      👍 3
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                      Build Notification BOT 2/20/2024 12:18 AM
                      Build #20240220.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      sup yuzudev, I probably am not the first one to experience this -
                      1:05 AM
                      when debugging yuzu & starting a game my MSVS seems to shit itself
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                      Narr the Reg 2/20/2024 1:06 AM
                      Disable access violation breakpoints
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                      I think I tried but my MSVS doesn't care
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                      Narr the Reg 2/20/2024 1:06 AM
                      Those errors are caused by fastmem
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                      I'll give it another try
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                      It didn't work when I tried it recently
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                      feels pretty weird to disable exceptions for access violations kek
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                      Had to disable fastmem and enable CPU debugging to get it working
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                      access violation's probs the #1 exception in C++
                      1:07 AM
                      because of all the annoying memory management and whatnot
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                      Moonlacer
                      Had to disable fastmem and enable CPU debugging to get it working
                      me neither
                      1:08 AM
                      I think MSVS really doesn't like disabling exceptions for access violations
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                      It used to work years ago for me
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                      even when telling it to not be pissed about it, it still is I guess
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                      It was still VS2019 then, though
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                      I think you are also able to disable fastmem in the yuzu settings somewhere
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                      You are, yes
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                      I'm still dealing with the cache thing
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                      General debug or CPU or something
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                      I figured out, loading it seems to actually work
                      1:09 AM
                      I noticed the emu has some common point used for all the service calls apparently & also some tracing
                      1:10 AM
                      so I could validate that it indeed goes through all the cache dirs I've added
                      1:10 AM
                      so I guess only way to figure out why the game hangs after loading all shit might be to check when it's actually hanging
                      1:10 AM
                      because as far as MSVS lets me debug at least, everything looks fine
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                      Narr the Reg 2/20/2024 1:10 AM
                      Disable these two and enable cpu debugging to disable fastmem
                      ❤️ 2
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                      You'll probably get single digit framerates, but it works™️
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                      lol
                      1:12 AM
                      i'm fine with low FPS as long as I can figure out the cause of the hanging
                      1:13 AM
                      I also got a fuckton of complaints about WriteBuffer with size 0, but as far as I can see this seems to be the intended behaviour (?)
                      1:13 AM
                      for some stuff when reading yuzu uses some index and it advances it over and over
                      1:14 AM
                      until it reaches the end of the data and then the size which w.e. code uses reaches 0
                      1:14 AM
                      then writebuffer gets called with size also 0
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                      Leystryku
                      so I guess only way to figure out why the game hangs after loading all shit might be to check when it's actually hanging
                      this is a horrible debugging technique, but for some of those problems i randomly paused yuzu in msvc and looked at the callstack lol
                      1:17 AM
                      if it gets stuck in an infinite loop somewhere, you should find that pretty quickly then
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                      flTobi
                      if it gets stuck in an infinite loop somewhere, you should find that pretty quickly then
                      that's my hope so far
                      1:17 AM
                      only reason for it to hang without it crashing should be an inf loop
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                      I mean it could also be a deadlock, waiting for an event, etc.
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                      the warnings peeve me out a little bit though
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                      but i definitely had infinite loops in vfs before
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                      when I checked, this was basically happening when the VFS was going through dirs
                      1:19 AM
                      like cache/dirA, cache/dirB etc
                      1:20 AM
                      it did seem to read them all fine & then eventually the index thingy in [methodNameIForgot] went too high -> size 0 -> writebuffer with 0 -> warning
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                      Moonlacer
                      You'll probably get single digit framerates, but it works™️
                      yuzu without fastmem is still more than fast enough
                      1:20 AM
                      it doesn't lose that much perf
                      1:20 AM
                      it gets really slow when you disable page table (edited)
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                      all I want is it to properly read cache when a game calls FSP_SRV::OpenSaveDataInfoReaderOnlyCacheStorage tbh
                      1:21 AM
                      current implementation ends up throwing a warning without loading any cache files whatsoever
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                      Pharynx
                      yuzu without fastmem is still more than fast enough
                      What about debugging, though?
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                      in debug mode it's hell
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                      I did try to run Pokemon Scarlet, so it could have also been that kek
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                      wtf.jpg
                      1:22 AM
                      no service is being called
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                      I don't compile in debug mode
                      1:23 AM
                      I just mark files as #pragma clang optimize off when I need unoptimized code for a file
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                      is there a way for me to get more debug data from the emu than I'm already getting?
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                      Narr the Reg 2/20/2024 1:24 AM
                      yes enable debug logs
                      1:25 AM
                      1:25 AM
                      Set the log filer to *:Debug instead of *:Info
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                      thanks
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                      Narr the Reg 2/20/2024 1:25 AM
                      You can filter by service as well like. Service.HID:Debug
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                      If I can somehow get this to work I'll put 3 crosses in my calender
                      1:26 AM
                      I haven't really done any C++ in the past few years
                      1:26 AM
                      I pretty much exclusively work with C# nowadays
                      1:26 AM
                      I went from somewhat low-level C++ dev to C# meme webdev as I got older
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                      Narr the Reg 2/20/2024 1:26 AM
                      I don't think the issue here is with language. But rather we aren't emulating something correctly
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                      yeah I know but my point is, this type of development is also quite a bit more complicated imo
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                      https://github.com/Thealexbarney/LibHac/tree/master This might be of interest to you then. C# reimplementation of the switch filesystem that is pretty accurate
                      A library that reimplements parts of the Nintendo Switch OS - Thealexbarney/LibHac
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                      you don't really need to know anything about low level stuff to write a web application
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                      flTobi
                      https://github.com/Thealexbarney/LibHac/tree/master This might be of interest to you then. C# reimplementation of the switch filesystem that is pretty accurate
                      I guess the one in yuzu is somewhat inaccurate?
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                      "somewhat" is an understatement
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                      the emulator generally works though I guess
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                      our fs is notoriously incomplete in some places, and we are slowly trying to improve it
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                      what surprised me is how much stuff is incomplete or stubbed
                      1:29 AM
                      or not even implemented at all
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                      yeah, but there's a lot of weird shortcuts and spaghetti code
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                      Leystryku
                      what surprised me is how much stuff is incomplete or stubbed
                      yeah it turns out, many games just use the same bunch of functions and nothing else
                      Avatar
                      the spaghetti inside services isn't actually that bad, it's the stuff outside that is problematic
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                      I mean a emulator for something like the nintendo switch is huge
                      1:30 AM
                      it's amazing that OSS emulators exist and even somehow work
                      1:30 AM
                      over the years one dev/groups of devs start, others pick it up, etc
                      1:31 AM
                      the emu basically has to deal with creating a good environment, both in terms of hw/os/sw emu to get w.e. one wants to run working
                      1:31 AM
                      which is quite a feat imo
                      1:32 AM
                      the other switch emu rjuyinx or w.e. as far as I've seen seems to use the libs from switch somehow for their stuff
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                      Narr the Reg 2/20/2024 1:32 AM
                      ryujinx uses libhac directly
                      1:32 AM
                      The same source tobi just linked
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                      interesting
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                      There's also mesosphere, which has 100% reimplemented the switch kernel in C++. they also started on an fs reimplementation, but its missing important parts sadly
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                      it doesn't look like anything related to the FS is called while it's hanging, it just seems to jump between calls to; Kernel.SVC Service.NVDRV Service.VI Service.Nvnflinger Service.HID
                      1:45 AM
                      service.hid probably doesn't matter, I guess that's just for user input
                      1:45 AM
                      the Kernel.SVC call is always ResetSignal
                      Avatar
                      Narr the Reg 2/20/2024 1:46 AM
                      Which command is calling just before this is logged when you enable debug? usually empty writes. Are buffers that have no size. So the log line just before indicates which function is writting the empty buffer (edited)
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                      Narr the Reg
                      Which command is calling just before this is logged when you enable debug? usually empty writes. Are buffers that have no size. So the log line just before indicates which function is writting the empty buffer (edited)
                      it was relating to the vfs (?) directory read and to the save file read, I can check and get you the fn names one sec (edited)
                      1:50 AM
                      yuzu.exe!Service::FileSystem::ISaveDataInfoReader::ReadSaveDataInfo(Service::HLERequestContext & ctx)
                      1:50 AM
                      ^that's one of them
                      1:50 AM
                      as far as I can tell, the method is called multiple times and the next_entry_index is advanced until range_size = 0
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                      oh i know that one, i was refactoring that code yesterday :p
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                      yuzu.exe!Service::FileSystem::IDirectory::Read(Service::HLERequestContext & ctx) ^same thing happening here
                      1:52 AM
                      multiple calls to it, eventually call attempts writebuffer with len 0
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                      have you checked ISaveDataInfoReader::FindAllSaves? What I could imagine happening is that our vfs does not check all the locations it should, and therefore not seeing all the files... That would still not explain the empty buffer writes though
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                      yeah FindAllSaves is what I edited to make it start finding the files
                      1:53 AM
                      before that, when the game attempted to load its cache, only thing happening was an error with no files being loaded
                      1:53 AM
                      which I guess works for most games - but in Just Dance 2023 people use the cache to preload the songs for offline playing (which I guess is required for yuzu)
                      1:55 AM
                      entries.data() also seems okay/matches the listing of all the files in my cache dir
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                      Ah okay, good. Sorry for my ignorance if you already said it, but what is the current problem then? The game just freezing with empty buffer writes?
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                      yeah
                      1:55 AM
                      it seems like whenever it loads any files from cache, it just hangs later on
                      1:55 AM
                      it boots up - but hangs
                      1:55 AM
                      this only seems to happen when actually loading files from the cache
                      1:56 AM
                      even if there's only one file in cache -> hang
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                      Narr the Reg 2/20/2024 1:57 AM
                      You can try making a little homebrew that loads the same files. Maybe you can spot the difference between yuzu and console
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                      cross-checking with ryujinx/libhac is also another option
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                      Narr the Reg 2/20/2024 1:58 AM
                      ^^
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                      https://github.com/yuzu-emu/yuzu/issues/11495 can be resolved as fixed or whatever.
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                      ashteranic
                      https://github.com/yuzu-emu/yuzu/issues/11495 can be resolved as fixed or whatever.
                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 2/20/2024 4:15 AM
                      xoxo
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Last build 257

                      Description of Issue

                      As per the object, every time you manually configure the application settings configuration file, the next time you restart the yuzu application, the -config.ini- file is rewritten to the default settings. The yuzu application for Android is already equipped with a setting for resetting the config.ini in case you need to do so. The problem...
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                      seems kinda legit, but is it actually possible to get access to the patreon channels when using the google play EA tier?
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                      SleepingSnake 2/20/2024 9:37 AM
                      Nope
                      9:37 AM
                      No good way to set that up
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                      Didn't think so. The wording in that PR probably should make it clear that only patreon access grants access to prioritized support channels
                      9:55 AM
                      Someone could come to the mistaken conclusion that playstore EA would grant it
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      EA 4154

                      Description of Issue

                      Super Mario Galaxy crash after a few hours of play then return to the launcher with the applet I don't know if this affects other sm64 sms games https://github.com/yuzu-emu/yuzu/assets/114101261/edf6c1b6-3cf1-4d1e-8e8b-322f118c3cc3

                      Expected Behavior

                      Super Mario Galaxy not crash after a few hours of play then return to the launcher with the...
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                      GitHub
                      Click to see attachment 🖼️
                      autumnburra 2/20/2024 1:39 PM
                      this change seems redundant. the page doesn't talk about ea for pc, why mention it for android? plus formatting and general writing mistakes need to be fixed, if it is to be merged.
                      Avatar
                      agreed
                      2:22 PM
                      i left some comments
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                      Is there an existing issue for this?

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                      Affected Build(s)

                      Early Access 4052

                      Description of Issue

                      In Vulkan Settings the 3D graphics will flash like crazy, while in OpenGL Settings everything but the UI will disappear. I didn't install any mods. Here are the pictures and videos. If you have any other information necessary, please let me know. Vulkan: ![1](https://github.com/yuzu-emu/yuzu/assets/94896755/2bef22be-4b02-4814-b8ea-8400d6...
                      intel 7
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1721 (I've played since I think mainline 1701 and the issue still persists)

                      Description of Issue

                      Running on an i3 10105f + AMD RX 6600 (tested all drivers through 23.11.1 to 24.1.1, observed no changes at all). Async shader compilation + usage of disk-cached Vulkan pipeline is active. Hell, everything is active. Have tried deleting shader cache, both on driver-level an...
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                      ASTC hits hard 😔
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                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 2/20/2024 9:33 PM
                      Native ASTC on desktop GPUs when AYAYAcry
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                      Build Notification BOT 2/20/2024 11:32 PM
                      Build #20240220.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      This should allow Tears of the Kingdom to run a bit better with low vram cards by avoiding dumping the ASTC environment maps until the last moment possible. I tried to reproduce the freezing-on-menuing issue with my 560 4GB and found I was unable to reliably reproduce it, so memory usage seems to have improved overall to the point where this is not as necessary as it once was.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline Nightly 2c3086dbc

                      Description of Issue

                      When launching game (both original release and with latest update "installed") the game hangs when attempting to display the loading screen. !Screenshot_20240220_194547_yuzu

                      Expected Behavior

                      Game boots and is playable ### Reproducti...
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                      GitHub
                      Click to see attachment 🖼️
                      GoldenX86_64 2/21/2024 1:49 AM
                      Awesome Wonder if the impact is as strong on handhelds
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                      Build Notification BOT 2/21/2024 2:20 AM
                      Build #20240221.1 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 258

                      Description of Issue

                      When tapping the Range option in controller settings, the app will crash back to the main settings page

                      Expected Behavior

                      The app doesn't crash and opens the range option

                      Reproduction Steps

                      • Go into control settings
                      • Scroll down to joystick range
                      • Tap it

                      Log File

                      No log available but video will be attached https://github.c...
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                      @t895 ^ :p
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                      She literally just pinged me about that
                      3:04 AM
                      I just finished the fix -_-
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                      super sanic speed
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                      figured id make a gh issue for it just in for tracking purposes
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                      fasterrr whip
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                      The default value was accidentally hardcoded for all extra stick settings Closes #13098
                      3:17 AM
                      This service is pretty intense with its usage of cmif features and took the longest per interface of any service I have converted so far.
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                      this pr need test?
                      3:52 AM
                      boot should be sufficient
                      3:53 AM
                      it shouldn't change anything about the renderer once loaded in
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                      today seems wave of testing
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                      also if you have any games that use audio in (is let's sing the only one?), test that
                      3:53 AM
                      I was not able to
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                      i don't have mic
                      3:53 AM
                      kek
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                      Narr the Reg 2/21/2024 4:23 AM
                      mic was reported to be broken
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                      I dunno about that logic change byte
                      4:24 AM
                      I don't know if it's ok or not
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                      what logic change
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                      game seems booting fine
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                      Narr the Reg
                      mic was reported to be broken
                      Narr the Reg 2/21/2024 4:27 AM
                      this has been months broken. Not byte mistake
                      4:27 AM
                      I haven't confirmed myself since the feature was added
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                      what change @Maide
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                      src/audio_core/device/audio_buffers.h
                      4:33 AM
                      That could make it do an extra iteration and change member variables (released_count)
                      4:34 AM
                      As well as resetting the extra buffer (edited)
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                      well
                      4:35 AM
                      the old version is wrong
                      4:35 AM
                      because it has an unconditional out of bounds write
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                      I don't think it can be out of bounds
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                      you might want to look at what it's supposed to do
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                      When the count can't be 0
                      4:35 AM
                      Whenever it's written it's then checked
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                      well, if I change it to SCOPE_EXIT { released++; }; that will preserve the old semantics
                      4:36 AM
                      so I will just do that
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                      No it's fine, leave it as-is and see if things break
                      4:36 AM
                      It's probably fine
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                      you can see how the old one is wrong, right?
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                      Not really
                      4:37 AM
                      I can only see it being wrong if tags has size 0
                      4:37 AM
                      And I don't know if that's possible or not, I don't think it is
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                      tags is passed directly as an input buffer from ipc
                      4:38 AM
                      It enforces writing to [0] already
                      4:38 AM
                      So it must be > 0
                      4:38 AM
                      Or that part is broken too
                      Avatar
                      that is also broken yes
                      4:39 AM
                      because what if you pass a buffer of size 0
                      4:39 AM
                      I added a bounds check for that
                      4:39 AM
                      And that's what it does
                      4:40 AM
                      I actually think I missed that first time and had to PR it as a fix.
                      4:41 AM
                      Although maybe I'm mis-remembering that because it's not in the file history.
                      4:41 AM
                      But either way you can see it forcibly writes to the buffer without checking the size.
                      4:41 AM
                      And that's in the IPC handler
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                      seems like a straighforward denial of service, useless bug otherwise
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android 252+

                      Description of Issue

                      Performance has dropped in all versions of Yuzu Android 252 and up on RP4 Pro. Tested each release and rolled back to 251. Device is running in High Performance mode for all examples. Examples: Mario vs DK: Docked 1x resolution Android-251 - Runs at full speed Android 258 - Runs at 45-50 FPS with further drops Super Mario 3D World: ...
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      Android 252+

                      Description of Issue

                      Significant speed regression on Retroid Pocket 4 Pro: Dimensity 1200 / Mali, test game Super Mario 3D World

                      Expected Behavior

                      60fps @ 0.5x res

                      Reproduction Steps

                      Running any level of SM3DW: version 251: 40ish fps Confirmed by progressively rolling back versions from 253 until speed was restored. Discovered culprit is in the com...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All builds using an SDL greater than 2.0.18.0

                      Description of Issue

                      (Copy and paste from similar posted on SDL github. I leave this here in the hope YUZU ships with an older library until the problem is fixed) Im not sure whats changed with the library but just spent a day trouble shooting some controll issues in various emulators. Input lag issues I had not experienced with som...
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                      • Re-enable all controller styles on emulation shutdown
                      • Add additional check for startup auto-mapping when you have no mapped controllers
                      • Change controller style to a supported one on connection if the configured style isn't allowed for a running game
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                      Build Notification BOT 2/21/2024 3:44 PM
                      Build #20240221.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4157

                      Description of Issue

                      Hello everyone, everything good? I'm trying to play the Penny's Big Breakaway 1.1.0 release, the game every time from boot has a completely black screen, only the audio is played.

                      Expected Behavior

                      Let the video play normally

                      Reproduction Steps

                      >I open the yuzu >Start the game >The emulation screen is now completely black and o...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Add a Joycons emulation to use in a original console. Like joycon droid But without root thanks to the emulation

                      Why would this feature be useful?

                      For cases where there are not enough joycons for each person on the original console.
                      4:01 PM
                      they think that yuzu can magically just control the hardware without root access
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                      Pharynx
                      they think that yuzu can magically just control the hardware without root access
                      and also theyre already listing a solution 😭
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      258

                      Description of Issue

                      Several effects are missing on Android version. Here's a comparison: https://files.catbox.moe/mt86i1.mp4 Sometimes they start flashing in/out but always disappearing after a while. Another example: https://files.catbox.moe/za4jva.mp4 Many issues happening here:
                      • there should be another ice effect where the meteor hits;
                      • elite (blue) enemies shou...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      The auto map feature still mantains the behavior of A = A and Y = Y, which makes the button mapping inverted. Tested a DS4 controller and it maps Circle as A and Cross as B, keeping the intended position of a Nintendo controller. If you wish to keep the "gliph" style mapping please add a toogle to favor a Nintendo style mapping, otherwise the automap function kinda los...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android v259

                      Description of Issue

                      The game runs with a screen but I can hear the game audio. Tested with turnip and Qualcomm drivers !Screenshot_20240221-122044_yuzu

                      Expected Behavior

                      the game should look without a black screen

                      Reproduction Steps

                      Just launch the gale ### Log F...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4157

                      Description of Issue

                      !0100dca0064a6000_2024-02-21_17-27-48-099

                      Expected Behavior

                      game do not to show gray colors

                      Reproduction Steps

                      selecy any save date and go to basemet

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files/14364642/yuzu_log.txt...
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                      If that's an AMD issue we need a workaround
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                      GoldenX86_64 2/21/2024 9:41 PM
                      iirc it's just lack of FP16
                      9:41 PM
                      notice the polaris
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      android-259

                      Description of Issue

                      I have Samsung Galaxy S22 Plus on Exynos 2200/Xclipse 920 and when i launch Tears of the Kingdom and it crash after 10 seconds

                      Expected Behavior

                      The game should run

                      Reproduction Steps

                      Get Samsung Galaxy S22 Plus with Exynos 2200/Xclipse 920 and try it

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/14365446/...
                      💀 4
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                      GoldenX86_64
                      notice the polaris
                      Workaround will still be needed at some point kek
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                      But 8GB + 4GB RAM Plus = 12GB (edited)
                      Avatar

                      Is there an existing issue for this?

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                      Affected Build(s)

                      259, happens since 190+ at least

                      Description of Issue

                      Diablo randomly crashes within 1-10 minutes of playtime, with no clear trigger point. On the last 10 builds at least it became a little more stable (although driver changes could be a reason), but I was never able to play for more than 30 minutes without a crash. I tested several builds, drivers and even playstyles and never...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1722

                      Description of Issue

                      The screen keeps flashing and refreshing the roms list. Can't click games because they keep flashing. https://github.com/yuzu-emu/yuzu/assets/127848194/2b920b1b-0e6c-46c5-b01d-18296eb59b04

                      Expected Behavior

                      A functional menu screen.

                      Reproduction Steps

                      You fixing it.

                      Log File

                      [yuzu_log.txt](https://github.com/yuzu-emu/yuzu/files...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1722

                      Description of Issue

                      Randomly playing Pokemon Sword/Shield the game hangs but the audio (the music) continues to play. Most of time the issue is temporary fixed toggling fullscreen/windowed with F11. However, sometimes toggling between windowed and fullscreen mode doesn't fix and the game completely freezes. This happens both in windowed mode and in fullscreen mode. ...
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                      I added all the things I wanted to this PR, it should be good now https://github.com/yuzu-emu/yuzu/pull/12744 Should I add more screenshots in the comments, like this beautiful one maybe ?
                      Custom themes If themes are present in the "qt_themes" subfolder of Yuzu data dir, they are added to theme selection list of the UI Each theme goes in its sub-directory The name should ...
                      4:11 PM
                      4:12 PM
                      'hey I want my app to use this optional driver with bug fixes'
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                      PanVk when :D?
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                      I mean realistically this could be an interesting middle ground before PanVK/PanCSF
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                      Emma ❄
                      I mean realistically this could be an interesting middle ground before PanVK/PanCSF
                      I mean
                      4:26 PM
                      It's an entirely different thing
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                      Infern
                      I added all the things I wanted to this PR, it should be good now https://github.com/yuzu-emu/yuzu/pull/12744 Should I add more screenshots in the comments, like this beautiful one maybe ?
                      Narr the Reg 2/22/2024 4:29 PM
                      We are just waiting for tobi to do one last pass
                      Avatar
                      Build Notification BOT 2/22/2024 5:31 PM
                      Build #20240222.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:33 PM
                      Build #20240222.2 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 2/22/2024 5:35 PM
                      Build #20240222.3 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 2/22/2024 7:27 PM
                      Build #20240222.1 part of pipeline yuzu patreon stage2 was manually stopped.
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                      ByLaws
                      'hey I want my app to use this optional driver with bug fixes'
                      But when can we customize this on the OS level without rooting? prometheus
                      7:59 PM
                      (I haven't watched the video yet)
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                      Never
                      8:00 PM
                      That is inherently insecure (edited)
                      8:00 PM
                      And also like
                      8:00 PM
                      Not that desirable from a dev pov
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                      In general drivers should be stable and easy to update but android has a crazy environment where some OEMs never update or send updates only through mobile network.
                      8:02 PM
                      Devs woukd love that $hit worked without them interfering but sadly, it's not easy.
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                      GoldenX86_64 2/22/2024 8:03 PM
                      They don't want people to see how shitty their drivers and hardware are
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                      the android gpu driver ecosystem is already inherently insecure lol
                      8:15 PM
                      I can send gpu commands to the kernel that cause a guaranteed hard lockup (denial of service)
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                      Pharynx
                      I can send gpu commands to the kernel that cause a guaranteed hard lockup (denial of service)
                      livereaction
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                      Aren't mali userspace drivers also tied to the kernel driver? I recall getting errors about version mismatches when replacing the vendor blob. Wonder how a replacement for them would work
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                      Pharynx
                      the android gpu driver ecosystem is already inherently insecure lol
                      Eh
                      8:34 PM
                      DoS is whatever
                      8:35 PM
                      You could potentially do much worse
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                      Denial of Service is byte's term of the year, he keeps saying it recently (edited)
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                      GoldenX86_64 2/22/2024 9:45 PM
                      Disk operating system
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1721

                      Description of Issue

                      I have discover a bug that is really borring, if i m fine. By the past i have not try so much games in local multiplayer, where we must log two player account to play. Most of games aure only using one. But i have try finally "Minecraft Switch Edition" with my litle daugter, and each time the players 2, 3 and 4 losing all there stuff and leve...
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                      Does anyone understand what this is about? ^
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                      flTobi
                      Does anyone understand what this is about? ^
                      https://discord.com/channels/398318088170242053/402001453381713920/1210271903869173811 they explained it here earlier today too if you'd like to ask for clarification
                      10:36 PM
                      basically from my understanding theyre having the issue where if theyre playing split screen multiplayer on a game that uses 2 (or more) user accounts and they close out of the game the progress for those additional players is fully lost
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                      Is there an existing issue for this? I have searched the existing issues Affected Build(s) Mainline 1627/Android 137 Description of Issue Hello, good evening! The game Borderlands: Game of the Year...
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                      seems like it yeah
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                      autumnburra 2/23/2024 2:18 AM
                      Closed an issue because they got into their head that we don't care, lmao
                      2:18 AM
                      Issue was made just over a week ago
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                      ok, if you don't want it fixed, then...
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                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 2/23/2024 2:45 AM
                      peepotoaster
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                      GoldenX86_64 2/23/2024 2:47 AM
                      Goddamn kids
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                      Fixes cut off rendering in handheld mode on Tomb Raider I-III Remastered. Oversight of #12235
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                      fsi wen
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                      I checked the rest of the handheld mode crowd and everything I've already fixed is still fixed
                      3:11 AM
                      still have some ones which I haven't figured out yet
                      3:11 AM
                      maybe should try again now
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                      I've been thinking about this feature request from a while back: https://github.com/yuzu-emu/yuzu/issues/10202. Can anyone think of anything that'd make it impossible? Seems like we should be able to add in a way to get to the game's properties page while a game is running, mark a ton of stuff as 'disabled' in most of the screens, and then allow people to toggle cheat mods while the game is running.
                      Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub.
                      4:59 AM
                      (obviously, romfs/exefs cheats wouldn't toggle until a restart, or would just be greyed out, etc)
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                      @Narr the Reg kek
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                      yeah, I know Narr recently did some work to enable the cheat hotkey stuff
                      5:02 AM
                      this feels like a bit of an extension of that
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                      Narr the Reg 2/23/2024 5:09 AM
                      Nintendo Switch Emulator. Contribute to german77/yuzu development by creating an account on GitHub.
                      5:09 AM
                      I think you are looking for something like this
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                      ah, already something in progress?
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                      Narr the Reg 2/23/2024 5:10 AM
                      kind of is not my priority list but I am working on it
                      5:11 AM
                      If you want to help you are welcome. This is an accurate to atmosphere implementation
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                      ah. I've never really used atmosphere's features. I should probably set up emunand on my switch one of these days and get a better idea of how it works.
                      5:11 AM
                      I was more thinking of just half-assing it by doing it via the addons page 😛
                      5:14 AM
                      We are so close to getting stuff like tesla working that will be easier to implement the service rather than doing a yuzu only implementation
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                      Memory viewer
                      5:15 AM
                      livereaction
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                      Narr the Reg 2/23/2024 5:15 AM
                      the service also allows that to be possible
                      5:17 AM
                      @ashteranic you can do the frontend stuff while I work on the backend
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                      I can probably tackle that, I'll have to do some research on how this works on the atmosphere side.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Build 260, 261, 262 and 264 in this moment.

                      Description of Issue

                      Super Mario Odyssey (and probably other games) regression performance in certain game contexts. There is a drastic slowdown in the gaming experience with sudden and unnatural drops in fps. These slowdowns last about 2-3 seconds in the case of chaotic and/or moving scenes with many characters on the screen. T...
                      Avatar
                      is this another vibration thing
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 261, 262 & 264

                      Description of Issue

                      The game just start in opening screen & closes or sometimes crashes the yuzu app. https://github.com/yuzu-emu/yuzu/assets/155968473/8dabbbbe-48eb-44ca-bf0c-93788996b9b7

                      Expected Behavior

                      The game should work as previous versions like 260 & lower versions where you can go in game and able to play the game. ### Reproduction S...
                      Avatar

                      Issue

                      8gen1玩半小时左右会闪退,希望能够改进,谢谢
                      9:36 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Hides the touchscreen controller when an external controller is detected

                      Why would this feature be useful?

                      yes
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      261

                      Description of Issue

                      v261 arkham city started crashing in first intro v262 & v264 crashing too. v260 is fine. tested on 676.53 cuz i was playing before but with other gpu drivers same results

                      Expected Behavior

                      not crashing

                      Reproduction Steps

                      play the game. wait for intro.

                      Log File

                      [yuzu_log.txt.old.txt](https://github.com/yuzu-emu/yuzu/files/14383899/yu...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-264, earlier versions may be affected as well

                      Description of Issue

                      Screen/textures turns dark after accessing map when CPU backend NCE. No such behaviour under JIT. Changing any other setting has no effect on this bug. ![Screenshot_2024-02-23-10-47-29-24_ff30e97793d7c52fedd433a73d8d09b9](https://github.com/yuzu-emu/yuzu/assets/161020175/246a6b68-f8d0-4229-b1e0-e33633c4...
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                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      Why would this feature be useful?
                      yes
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-264

                      Description of Issue

                      Using Gamesir G4s gamepad on android. All buttons and sticks are detected by Gamesir app, system and other games. They left and right sticks and d-pad is not detected by yuzu. When trying to remap controls in settings, sticks and d-pad are not registered.

                      Expected Behavior

                      Left and right sticks and d-pad is detected by yuzu, they can be used ...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      ea 4160

                      Description of Issue

                      when selecting keys it shows that it is on day 3 but when you load the save it shows that it is on day 1 and this prevents you from selecting other maps !Captura de Tela (177) ![Captura de Tela (178)](https://github.com/yuzu-emu/yuzu/assets/100365618/8d05c2d9-5f...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      812f23d05c77fb10407546c3e7a95447fcbea395

                      Description of Issue

                      Build failure with error: no type named 'mapped_type' gcc or clang makes no difference. 812f23d05c77fb10407546c3e7a95447fcbea395 is first bad commit.

                      Expected Behavior

                      Build success

                      Reproduction Steps

                      Try to build on slackware64 15.0

                      Log File

                      bits/unordered_map.h:113:36: error: no type named 'ma...
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                      somehow batman arkham city uses audio in
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                      why do people tick the box if they did not actually search for duplicates.......
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                      @flTobi https://github.com/yuzu-emu/yuzu/issues/12751 this one can be closed too
                      Hello, I want to add the option to move the game area to the top of the screen in the settings. On the Samsung FOLD and tablet. More space for touch screen controls 😉
                      Avatar
                      Avatar
                      Emma ❄
                      @flTobi https://github.com/yuzu-emu/yuzu/issues/12751 this one can be closed too
                      Thanks!
                      3:12 PM
                      @Emma ❄ yuzu android has per-game settings, right?
                      Avatar
                      yep
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                      Okay then one more to close :p
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                      https://github.com/yuzu-emu/yuzu/issues/12397 not sure if with this they mean local splitscreen
                      Is there an existing issue for this? I have searched the existing issues What feature are you suggesting? Local multi-player enable player to play with friends battle with them. I REQUEST YUZU TEAM...
                      3:12 PM
                      or local wireless
                      3:13 PM
                      but splitscreen does work now
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                      I am going to assume splitscreen
                      3:13 PM
                      There is another issue for ldn multiplayer anyway
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                      especially based on the comments
                      3:14 PM
                      Is there an existing issue for this? I have searched the existing issues What feature are you suggesting? I would like to suggest that yuzu adds a feature for us to delete a game and its contents ....
                      3:14 PM
                      deleting updates and dlc's has also been added
                      3:15 PM
                      and that seems to be about it for the android requests
                      Avatar
                      alright, ty
                      3:19 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I suggest adding a feature that allows to use motion controls of external controllers (such as joycons) instead of the device's gyroscope and accelerometer.

                      Why would this feature be useful?

                      An example of why this feature will be useful is the Just Dance series that uses the motion controls for tracking moves. Currently you can connect a joycon and use it as the con...
                      Avatar
                      In today's episode of "this shouldn't be necessary, but" ... Fixes #13131
                      4:18 PM
                      [yuzu-emu/yuzu] Issue opened: #13134 [Android] Konosuba Wiki https://konosuba.fandom.com › ... Konosuba: Labyrinth of Hope and the Gathering Adventurers Plus

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android-256

                      Description of Issue

                      Fps become 0 after a while playing game

                      Expected Behavior

                      It has to playable

                      Reproduction Steps

                      Fps become 0 when playing <1 minutes

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU: Snapdragon 855 GPU/Driver: Turnip RAM: 6gb OS: Android 11
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                      useless report
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                      Issue Games with opened issue: #12886 status: need investigation that if it is game bug or not and check if old version have it #12616 possible fast reproduce method #12889 status: confirmed to be ...
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                      Build Notification BOT 2/23/2024 4:35 PM
                      Build #20240223.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:35 PM
                      Build #20240223.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      4:35 PM
                      Build #20240223.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Is a miracle that I'm still alive after migrating this interface.
                      kek 9
                      Avatar
                      GoldenX86_64 2/23/2024 6:15 PM
                      Kazuma Kazuma
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                      Pharynx
                      Click to see attachment 🖼️
                      how many line changed this week
                      6:20 PM
                      it might be 5000+
                      Avatar
                      On master, 485 files have changed and there have been 17,346 additions and 9,899 deletions.
                      6:21 PM
                      you're off by 3x
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                      since last month, 66,262 additions and 45,607 deletions
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                      our dev has no chill
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                      though that includes the translation pull
                      6:24 PM
                      without the translations pull it's +53480 -31384
                      6:24 PM
                      over the last month
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      主线222或224以后左右。224可以在开高精度下运行,但会掉帧。

                      Description of Issue

                      玩半个小时左右就会出现fps降至0或直接卡掉,由于难以预测准确时间所以没有视频。

                      Expected Behavior

                      可以说在任何场景下都有可能发生这种情况,但是重新进入游戏,经历同样的地方则不会再有相同情况出现。我现在使用的是260,您可以将这款游戏挂机半小时左右实验一下。

                      Reproduction Steps

                      使用默认设置和r17驱动

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      CPU:8+1 ...
                      Avatar
                      The next part in the quest to improve filesystem accuracy. This time, even more data types, utility classes, etc. With all that work done, I also took the time to implement the fsp_pr service. There might be some memory issues in this code, therefore please do not tag this yet.
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                      Implements and stubs multiple services to remove the need of auto-stub on QLaunch.
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                      Fixes applets failing on new profiles due to missing system save data
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                      Build Notification BOT 2/23/2024 8:21 PM
                      Build #20240223.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/23/2024 8:23 PM
                      Build #20240223.8 part of pipeline yuzu patreon stage1 was manually stopped.
                      8:27 PM
                      Build #20240223.9 part of pipeline yuzu patreon stage1 failed.
                      Avatar
                      can't tag am rewrite, it conflicts with something
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                      Narr the Reg 2/23/2024 8:28 PM
                      fun
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                      I'm a bit confused with what it conflicted with
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                      i would bet my money on aoc cmakelists
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                      ah yeah
                      8:31 PM
                      let's just let that run through testing then
                      8:31 PM
                      can do am next week
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                      Hey, So a while back, Discord started using timed urls for content so people wouldn't link to their CDN from other sites. A bunch of mods linked off of https://yuzu-emu.org/wiki/switch-mods/ use those links to discord's CDN so the mods they point to aren't accessible anymore.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      to have yuzu be able to use reshade if reshade dll is turned into dxvk.dll like ff13fix, dgvoodoo2, and dxvk when using reshade alongside them

                      Why would this feature be useful?

                      so that users wouldnt have to dabble in the registry to use reshade's global vulkan utilization and so that vulkan injection will still not be on once the game is closed affecting all programs.
                      Avatar
                      it sounds like they want yuzu to search for and load specific dlls if they're present, instead of having to use vulkan's overlay mechanic to inject them (since that injects it into every vulkan app, not just yuzu)?
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      To have the negative lod bias CLAMP option under anisotropic filtering so that shimmering is greatly reduced on 3d objects at lower resolutions

                      Why would this feature be useful?

                      smooth visual experience without shimmering without turning the resolution to the max losing fps
                      Avatar
                      what games even have this issue
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                      is this option can be implemented on emu side?
                      10:27 PM
                      sounds like it is smth we don't have control over
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      1367d9323

                      Description of Issue

                      The game goes in the menu but on game start only sound is heard and the screen is black. The issue is not present on v19/86d26914a EA release.

                      Expected Behavior

                      For the game to launch into a cutscene and gameplay on new game from the menu and be fully playable.

                      Reproduction Steps

                      Start a new game from the menu and it will launch in a bla...
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                      upload the file
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                      He uploaded file now
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                      gidoly
                      is this option can be implemented on emu side?
                      Yeah
                      12:19 AM
                      Lod is texture lod
                      12:19 AM
                      Used to select which mipmaps to use
                      12:20 AM
                      These are normally selected by the gpu based off of the sample pos derivatives it always has all available
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                      what games have this issue though?
                      12:22 AM
                      I have literally never heard of this problem happening on a switch game
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                      Rather unimportant IWYU patch, but I use the RingBuffer class as a small library in another project and the missing header makes the build fail when trying to instantiate std::numeric_limits in line 29
                      👍 2
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                      Build Notification BOT 2/24/2024 1:33 AM
                      Build #20240224.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      1:38 AM
                      This fixes mouse panning on wayland. It also adds wp_viewporter which allows the compositor to scale the framebuffer to the window.

                      To do

                      • [ ] Fix viewport on scaled desktops
                      • [ ] Lock / unlock pointer when mouse panning is disabled / enabled
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                      Wayland 💀
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                      Wayland 💀
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                      Wayland 💀
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                      Wayland 💀
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Read bellow

                      Why would this feature be useful?

                      Rewrite the vulkan code will improve Mali preformance,this will be a good thing because yuzu has a lot of mistakes in it will be better than waiting Mesa release a newer driver because not all of decices will support it
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                      Mali 💀
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                      Mali 💀
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                      Ah hold on lemme just rewrite all of the vulkan code rq
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                      t895
                      Ah hold on lemme just rewrite all of the vulkan code rq
                      I give you 24 hours
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                      Sounds reasonable
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                      you only get 8
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                      those 24 hours started yesterday
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                      We'll let ARM rewrite it for us
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                      theyre too busy making good mali drivers already Keepo
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                      Yeah, they'll rewrite their whole driver if they care
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                      it's not that bad but they're missing so much stuff
                      2:35 AM
                      like arm pls give us real robustness
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                      When they add more features they start breaking older ones
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                      But I guess it's the same for all software
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                      they're not qualcomm
                      2:38 AM
                      I haven't had that happen yet
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                      Happens on AMD™️
                      2:38 AM
                      And Intel
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                      arm actually contributes to cts/deqp
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                      I don't keep up with mobile GPU drivers much
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                      unlike qcom which runs it maybe once every few years to see how they're doing
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                      Did we ever check if ESD3 was fixed?
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                      it's a yuzu vs vk spec problem
                      3:54 AM
                      I forget what the exact issue is but basically nvidia implements it in a way that what we do is fine
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                      Build Notification BOT 2/24/2024 5:39 AM
                      Build #20240224.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Master build, commit d1e0039bc

                      Description of Issue

                      Several games that are using Valkyrie Initiative's renpy port have severe graphical glitches & flickering. I have tested CEIBA (0100E8801D97E000), Wet Steps (0100B5001D0E6000) and The Sin (01009F201BB50000). CEIBA seems to be affected the most, as it is using a ton of animations. The Sin is mostly playable except minor glit...
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                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-267

                      Description of Issue

                      No More Heroes (with update 1.2.0) won't boot using the 22.0.99 new.TURNIP driver. Yuzu crashes to the home screen Build: android-267 Device: Motorola Edge Plus (2022) SoC: SD8 Gen 1 RAM: 8GB OS: Android 13

                      Expected Behavior

                      Issue #12456 stated that the game would run without any rendering issues and has b33n closed. ### Reproduction...
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                      I keep forgetting to enable settings when implementing the services. This fixes amiibo detection regressed by #13140
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                      Build Notification BOT 2/24/2024 5:48 PM
                      Build #20240224.4 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Build Notification BOT 2/24/2024 5:49 PM
                      Build #20240224.5 part of pipeline yuzu patreon stage1 was manually stopped.
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                      Modern controllers clearly can't handle this. Add the vibration filter back to remove controller lag issues.
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                      apparently people really want JD 2023 to work
                      6:20 PM
                      but fixing it is annoying, fixing the cache leads to a hangup when files are actually loaded from cache which is more of a pita to debug than expected
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                      Narr the Reg 2/24/2024 6:21 PM
                      Happens from time to time
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                      I guess stuff like this might be why you guys sometimes recode the components & try to align them more with the actual wiis behaviour
                      6:27 PM
                      i.e. maybe in this case something about the VFS impl is skewed & finding it is a pain, so instead, try to align the whole thing
                      Avatar
                      filesystem emulation is a shitshow
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                      but it's quite surprising really
                      6:27 PM
                      I would've guessed that the filesystem emulation would be the easiest/best part of the emu
                      6:28 PM
                      like, just if someone asked me which part would work the best
                      6:28 PM
                      something like the GPU is probably a pita
                      6:28 PM
                      but, FS?
                      6:28 PM
                      never would've guessed tbh
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                      Narr the Reg 2/24/2024 6:29 PM
                      lol no. Have you considered that multiple operating systems work different. They have different file limitation. Utf encoding. File permissions
                      6:31 PM
                      This is without taking into account nintendo file scheme to access files. The RE is also pretty intense for this sysmodule
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                      Narr the Reg
                      lol no. Have you considered that multiple operating systems work different. They have different file limitation. Utf encoding. File permissions
                      They do, but most of the time no matter how the storage medium's abstracted, if you repeat the type of abstraction on another platform you're pretty likely to get the same behaviour
                      6:33 PM
                      whereas with something like a GPU, there simply may not be a way to mimic what the original platform does
                      6:33 PM
                      due to i.e. specialized GPUs developed for video game consoles with perhaps unique instructions that might be hard to replicate
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                      Narr the Reg 2/24/2024 6:34 PM
                      The same can be said about sockets. Yet is a pain to get it working correctly.
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                      there's more to it than just implementing the same behavior
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                      sockets... tired
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                      if you implement the semantics of fs sysmodule exactly you have a 32GB or 64GB opaque block device
                      6:35 PM
                      which is very inconvenient for normal users to work with
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                      yep
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                      we have to break this down into its components which means sacrificing accuracy, but where do you make the trade-offs
                      6:36 PM
                      having LocalFileSystem is probably okay, but having save data be DirectorySaveData is much more questionable
                      6:36 PM
                      and the trade-offs that yuzu has made in the past are just bad
                      6:36 PM
                      horrible, even
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                      I remember one of the yuzu devs used to be involved in the gmod community or s&box community
                      6:37 PM
                      ognik or something
                      6:37 PM
                      iirc she used to do quite a lot of work on yuzu a long while ago (edited)
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                      Narr the Reg 2/24/2024 6:38 PM
                      ognik did a lot of initial RE. She is here from time to time but bussy with IRL stuff
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                      kek 7
                      💀 3
                      6:39 PM
                      basically yuzu vfs
                      Avatar
                      Avatar
                      Pharynx
                      Click to see attachment 🖼️
                      Narr the Reg 2/24/2024 6:46 PM
                      Let's make clear byte is the water on vfs. Still terrible but not as bad as before.
                      Avatar
                      Avatar
                      Leystryku
                      i.e. maybe in this case something about the VFS impl is skewed & finding it is a pain, so instead, try to align the whole thing
                      VFS has barely been updated since yuzu's creation tbh
                      7:42 PM
                      There were 2 projects: Viper and Gaia but both had issues
                      7:42 PM
                      Viper was not too accurate and felt like a downgrade
                      7:42 PM
                      Gaia is vaporware
                      kek 7
                      7:43 PM
                      There's a developer doing the RE on the sysmodule but will that turn into a project? We don't know.
                      7:44 PM
                      VFS is massive work
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                      blink i am already working on a rewrite
                      ❤️ 4
                      7:47 PM
                      slowly but surely
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                      Are you working with Maide?
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                      If not then talk to him. He's been REing the filesystem lately
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 268 - PC Early Access 4167

                      Description of Issue

                      While playing the Tomb Raider I-III Remaster, the bottom half of the screen is cut off unless you're playing on docked mode.

                      Expected Behavior

                      You can see the whole screen regardless of what mode you're playing on

                      Reproduction Steps

                      • Make sure Yuzu is set to handheld mode
                      • Load up the game

                      Log File

                      Andro...
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                      Somehow that wasnt reported yet livereaction
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                      Emma ❄
                      Somehow that wasnt reported yet livereaction
                      try 267 and tell me what you think
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                      Pharynx
                      try 267 and tell me what you think
                      i tried 267 too actually, it was cut off on there too
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                      shouldn't have been
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                      it seemed to work fine on 266 tho
                      1:43 AM
                      Nvm
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                      gidoly
                      Mali
                      pc too bap
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                      anyway yes I did write a fix for it but it broke another game
                      1:43 AM
                      so I had to remove it
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                      oh i downloaded the wrong file, it wasnt 267 KekW
                      1:44 AM
                      either way it was fixed on 266 too
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                      I need to figure out how it works in slightly more detail
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                      and now i do have on 267 and that works too yeah
                      1:44 AM
                      want me to report the too dark graphics aswell?
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                      separately if you do
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                      will do roo71
                      1:44 AM
                      lemme just grab a screenshot from how its supposed to look aswell dogger
                      1:51 AM
                      is the game known to have issues on AMD igpus? Hmm the graphics dont exactly look too fresh if i put it on new visuals lol
                      Avatar
                      pretty sure it's just generally busted
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 268

                      Description of Issue

                      The visuals in the game appear way too dark compared to how they should be

                      Expected Behavior

                      The game renders on the same brightness as it does on the switch

                      Reproduction Steps

                      • Simply just go into the gameplay and compare the game to actual hardware

                      Log File

                      [yuzu_log (3).txt](https://github.com/yuzu-emu/yuzu/files/14394981/yuzu...
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                      Pharynx
                      pretty sure it's just generally busted
                      yeah you could say that dogger
                      1:54 AM
                      on old graphics i can atleast see the game but it has some clipping issues
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                      Looks fine to me
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                      Looks better than cyber punk
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                      While functional our previous implementation was kind of unique to just yuzu. This PR rewrites this code to expose the cheat manager interface to homebrew in a much more accurate way by creating this manager as part of the dmnt service. In theory allowing programs like tesla to enable/disable cheats and all it's other cheat features. This also opens the gate to game memory scanning, frozen addresses, managing cheats on run time. That can be added on the frontend in the future. I'm stil...
                      🎉 6
                      Avatar
                      Narr the Reg 2/25/2024 3:36 AM
                      @ashteranic cheat manager backend ^^. All is left to enable/disable cheats on run time is the Qt/Android frontend.
                      3:38 AM
                      All you need to do is request the manager the current list of cheats GetCheats and call ToggleCheat with the correct cheat id. To enable it or disable it
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                      This adds support for and enables the error applet by default, and adds preliminary support for the online web applet. |Error|Web| |-|-| |!0100152000022000_2024-02-24_22-30-32-915|!0100ea80032ea000_2024-02-24_22-36-40-756|
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                      Narr the Reg 2/25/2024 3:40 AM
                      ICheatInterface has all functions a regular homebrew can access. So you can use any of that as well for the frontend. It's mostly self explanatory
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                      Avatar
                      Narr the Reg
                      @ashteranic cheat manager backend ^^. All is left to enable/disable cheats on run time is the Qt/Android frontend.
                      yeah, i was going to ask some questions around that last night, but that at least partially answered those questions.
                      3:46 AM
                      Are we thinking we just fix up the current game PRoperties window to break out cheat management properly as part of Addons? Or make it a Tools->Cheats interface that's separate?
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                      putting it together with addons would keep parity with android so that sounds the most logical imo (edited)
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                      yep fair enough
                      3:50 AM
                      I don't have an android device to really do anything on that side, though.
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                      but as I start to get some time tomorrow I'll start digging into it.
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                      Narr the Reg 2/25/2024 3:50 AM
                      We can bug nines later for android support :P
                      3:52 AM
                      Initially I had planned something like this
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                      yeah, that seems reasonable. pile all of the cheats into a general "Cheats" category and break them out.
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                      Narr the Reg 2/25/2024 3:54 AM
                      You can find the code on the cheat_manager branch
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                      yeah, I was digging through it. none of it builds right now, last i checked, though
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                      Narr the Reg 2/25/2024 3:55 AM
                      Oh yeah just take the frontend code. The branch is mega broken
                      3:55 AM
                      cheat_manager2 does fully work with cheats. I will fix the compiler errors in the next few minutes (edited)
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                      heh. okay. I'll grab the management class and stub a bunch of it out and work against that.
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                      Narr the Reg
                      We can bug nines later for android support :P
                      :3
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                      heh
                      4:48 AM
                      Sorry, I haven't used an android device since this thing
                      kek 3
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                      Would pay for a modern version of that
                      4:58 AM
                      With decent materials
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                      GoldenX86_64 2/25/2024 6:14 AM
                      Gimme back slider keyboards
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                      hm. my clone of the yuzu repo seems to have gotten into a bad state. it's up to date with yuzu-emu/yuzu:master on github, i've made sure to sync all of the externals, but when I use cmake to reconfigure, It yells about
                      Directory does not exist: C;/Dev/yuzu/externals/vcpkg/scripts/detect_compiler
                      6:37 AM
                      the thing is, it does exist
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                      Narr the Reg 2/25/2024 6:38 AM
                      git submodule sync git submodule foreach --recursive git reset --hard git submodule update --init --recursive
                      6:38 AM
                      run these
                      Avatar
                      ran them, still the same error.
                      C;/Dev/yuzu/externals/vcpkg/scripts/detect_compiler
                      I can't help but notice that it says "C;\ not C:\"
                      6:40 AM
                      it has a semicolon there for some reason
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                      hm. even a fresh clone is doing this. weird.
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                      hm, only thing i've installed recently was devkitpro, wonder if that's added something to the environment that's fucked thingsu p
                      7:13 AM
                      Yeah that’s possibly a culprit. PATH shenanigans
                      7:18 AM
                      yeah there we go
                      7:18 AM
                      moved the system cmake above the devkitpro paths which probably had an old cmake install
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-268

                      Description of Issue

                      Using both QC and Turnip drivers, once the game menu loads visual glitches appear and eventually the game crashes. Not sure if it also happens in desktop

                      Expected Behavior

                      The game works

                      Reproduction Steps

                      Just launch the game

                      Log File

                      Turnip log: yuzu_log.txt ###...
                      Avatar
                      GoldenX86_64 2/25/2024 9:01 AM
                      Affects desktop too iirc
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu 268

                      Description of Issue

                      Pokemon Violet crash after 20min gameplay

                      Expected Behavior

                      Pokemon Violet crash after 20min gameplay

                      Reproduction Steps

                      Pokemon Violet crash after 20min gameplay

                      Log File

                      yuzu_log.txt.old.txt

                      System Configuration

                      CPU: snapdragon 870 GPU/Driver: gmem lat...
                      Avatar
                      Narr the Reg 2/25/2024 2:57 PM
                      Huh did I miss something? The template is filled
                      2:57 PM
                      I'm 90% he crashed due to lack of ram
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                      Avatar
                      Narr the Reg
                      Huh did I miss something? The template is filled
                      Expected Behavior Pokemon Violet crash after 20min gameplay
                      2:58 PM
                      probably that part
                      2:59 PM
                      but yeah definitely just ram related dogger
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                      Narr the Reg 2/25/2024 2:59 PM
                      What else do you want to fill in there. If the app just closes :P
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                      well, i wouldnt want the expected behavior to be a crash :P
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                      Narr the Reg 2/25/2024 3:15 PM
                      Is expected to crash kekflip
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                      well i mean yeah dogger
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                      One step forward and two back. LIBUSB is only available on input_common. So the ring param never got compiled on systems that support it. This fixes the ring with joycons.
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                      Build Notification BOT 2/25/2024 7:01 PM
                      Build #20240225.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      7:06 PM
                      Build #20240225.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early Access 4168 to 4170

                      Description of Issue

                      The overall emulator performance is oddly worse on Early Access 4168 to 4170. I've tested on tears of the kingdom and i couldn't reach the 60fps like i normally have. it dropped to 40ish for whatever reason. !image image from 4167 ![image...
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                      Narr the Reg
                      All you need to do is request the manager the current list of cheats GetCheats and call ToggleCheat with the correct cheat id. To enable it or disable it
                      Hey, so i'm digging through some of the cheat_process_manager class, but unless i'm reading this wrong, this thing is only valid if the title is already running? How do I query the set of cheats if a game hasn't started yet?
                      2:22 AM
                      or is that still done in the classic way via patchmanager?
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                      Narr the Reg 2/26/2024 2:23 AM
                      That's one on the things we need to work out. On switch cheats are only available if the game is running as well
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                      ah, interesting. I need to stop thinking about it in terms of the cemu model then
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                      Narr the Reg 2/26/2024 2:25 AM
                      cheat_parser doesn't depend on any running instance. You literally feed it a file and it spits out the individual cheats with their name
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                      people are definitely going to get confused if they toss a bunch of cheats into the Load folder for a game and then they don't show up in Addons
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                      Narr the Reg 2/26/2024 2:25 AM
                      I want them to be available while the game is not running
                      2:26 AM
                      So my idea is to have some sort of middle guy. That reads the cheat files, feeds them to the parser and if the game is running feed it to the process manager
                      2:27 AM
                      Once the process is running we can ask the process manager for the status without going to the parser again
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                      okay. So to make sure i've got an idea of where i'm starting. extend the behavior already in the Addons panel to look through what PatchManager returns to find Cheats, use that to get to the cheat file's content, toss it into cheat parser, and use that to populate the addon ui for each separate cheat mod (maybe collapse it if it's one cheat per file). Then when the game's running at some point those get passed to cheat process manager, which also parses it, sets up things to modify memory, etc, and from there, if the game's running, I can tell it to modify state? (i feel like there's a bit of <magic Happens> here) (edited)
                      2:39 AM
                      Especially since it sounds like we're kinda relying on the UI to be up and running to facilitate some of this? what if we're running from yuzu_cmd?
                      2:40 AM
                      (Also, is there some fanciful future where someone would expect EdiZon to work or something? I assume not since the rest of atmosphere wouldn't be there) (edited)
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                      Narr the Reg 2/26/2024 2:40 AM
                      Edizon will just work even without any fancy stuff
                      2:41 AM
                      Actually let me see if I can prove it
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                      heh.
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                      it's tesla that we're more concerned about I think?
                      2:41 AM
                      we need to get overlayDisp running
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                      Narr the Reg 2/26/2024 2:41 AM
                      It doesn't need the overlay display
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                      the switch overlay?
                      2:41 AM
                      I kinda thought edizon did it's own
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                      Narr the Reg 2/26/2024 2:42 AM
                      Let me see if I can get it to display using qlaunch. I'm a bit curious
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                      Inb4 svc break
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                      but yeah, are we expecting the UI to at least facilitate some of the communication and setup with cheat process manager? it really seems like that shouldn't be required to just maintain the status quo of loading cheats that were in use last time.
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                      Narr the Reg 2/26/2024 2:44 AM
                      The things here is that stuff isn't set in stone. We can do whatever we want to make it work. We don't need to follow the exact same structure that we currently have.
                      2:45 AM
                      You can add/remove cheats any time on the cheat manager. It doesn't even need to be at boot
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                      Add cheat file while.running games also works?
                      2:47 AM
                      🤔
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                      wait, so the cheat manager isn't per-title, it's just a general object and i can pile everything into it?
                      2:48 AM
                      and it'll figure out if the cheat even works in the currently running title?
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                      Sounds similar with ds and gba era cheats (edited)
                      2:49 AM
                      You can add whatever you want on fly
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                      ashteranic
                      wait, so the cheat manager isn't per-title, it's just a general object and i can pile everything into it?
                      Narr the Reg 2/26/2024 2:50 AM
                      Cheat manager just executes the provided cheats. It doesn't load the cheats from the files at all
                      2:50 AM
                      So someone else needs to provide the cheatmanager with the correct cheats
                      2:57 AM
                      In current code is patch manager who is providing the correct cheats. But we have no obligation to do it there. It can be anywhere else
                      Avatar
                      mm, might warrant splitting cheat handling out a little bit, but patch manager does seem like at least the correct entry point.
                      3:05 AM
                      patch manager is already pretty complex thanks to the FS handling it needs to do for romfs/exefs/etc mods
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                      patch manager is extremely inaccurate to how update and mod loading works on console
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                      Narr the Reg 2/26/2024 3:08 AM
                      ^^ hence why I'm not to worried if we do it differently
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                      Imagine this fix buffercache graphic issue
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                      nope
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                      Sadage
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      240+

                      Description of Issue

                      https://github.com/yuzu-emu/yuzu/assets/81425424/64f049e9-fabd-4bbf-a301-0233e48982f5 The game crashes whenever a gameplay Tooltip appears. (Not controls tooltip) This started to happen from build 240 and up. Tested 200, 220, 230, 235, 238, 239. On these it dont happen.

                      Expected Behavior

                      Not crash.

                      Reproduction Steps

                      Reproducible at sta...
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                      definitely nvdec related
                      3:59 AM
                      why wasn't it reported earlier tho
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                      Doubt tool tip use nvdec
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                      it has a small video in it
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                      gidoly
                      Doubt tool tip use nvdec
                      diff shows nvdec changes only
                      4:00 AM
                      and the screencast shows a video in the tooltip
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                      Bother maide ig
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                      he changed it at my request
                      4:03 AM
                      so it's my issue
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                      What did I change?
                      Avatar
                      adding sse2neon
                      4:16 AM
                      I thought it might be some alignment bs but it's SEGV_ACCERR so just some out of bounds read probably
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                      What's the issue? perf degredation or crashing? (edited)
                      Avatar
                      crash
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                      That should happen on x86 as well if it;s out of bounds?
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                      signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x000000781e5ff000 x0 0000000000000d40 x1 000000000015e530 x2 00000000000001b0 x3 000000000000b8a0 x4 000000000015f230 x5 b40000781e5ff030 x6 b400007c218e7458 x7 000000000000b970 x8 000000000002e440 x9 00000000000001a7 x10 00000000000001c0 x11 00000000000000e0 x12 00000000000001a8 x13 b4000079287cdfe0 x14 00000000000001a8 x15 b400007c218dbae0 x16 b400007c218ebaf0 x17 00000000000001a8 x18 00000077c542e000 x19 b400007ac1042a30 x20 000000000000b978 x21 b400007ac1043ce0 x22 000000000002e5e8 x23 00000000000001a8 x24 00000000000001a8 x25 000000000002be40 x26 b400007c70e7db90 x27 00000078ffe81460 x28 0000000000000000 x29 00000078ffe81a60 lr 0000007a48768e2c sp 00000078ffe812c0 pc 0000007a48768fbc pst 0000000020001000 5 total frames backtrace: #00 pc 000000000175cfbc libyuzu-android.so (Tegra::Host1x::Vic::Execute()+2276) #01 pc 000000000174ee90 libyuzu-android.so (Tegra::CDmaPusher::ProcessEntries(std::stop_token)+2208) #02 pc 000000000174fd04 libyuzu-android.so (BuildId: e82727702e63951e5b1a43214f11ae24a4f4493d) #03 pc 000000000010ce98 apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+228) #04 pc 00000000000a6768 apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+68)
                      4:18 AM
                      not very useful so I sent another build to the user to test with compiler optimization disabled for vic
                      Avatar
                      beating the green fella for the 10th time
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                      Fake dad vs true dad
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                      @Pharynx heres log from your custom build
                      218.79 KB
                      4:23 AM
                      checking now
                      4:24 AM
                      (gdb) info line *0x0000000001825e88 Line 5469 of "externals/sse2neon/sse2neon.h" starts at address 0x1825e88 <_ZN5Tegra6Host1x3Vic28ReadProgressiveY8__V8U8_N420ILb1ELb0EEEvRKNS0_10SlotStructENSt6__ndk14spanIKNS0_12PlaneOffsetsELm18446744073709551615EEENS6_10shared_ptrIKN6FFmpeg5FrameEEE+1752> and ends at 0x1825e8c <_ZN5Tegra6Host1x3Vic28ReadProgressiveY8__V8U8_N420ILb1ELb0EEEvRKNS0_10SlotStructENSt6__ndk14spanIKNS0_12PlaneOffsetsELm18446744073709551615EEENS6_10shared_ptrIKN6FFmpeg5FrameEEE+1756>.
                      4:25 AM
                      thanks for the mangled name gdb
                      4:25 AM
                      void Tegra::Host1x::Vic::ReadProgressiveY8__V8U8_N420<true, false>(Tegra::Host1x::SlotStruct const&, std::__ndk1::span<Tegra::Host1x::PlaneOffsets const, 18446744073709551615ul>, std::__ndk1::shared_ptr<FFmpeg::Frame const>)
                      Avatar
                      Need way more than that.
                      Avatar
                      Line 490 of "src/video_core/host1x/vic.cpp" (that's the last unlabeled symbol)
                      4:33 AM
                      well
                      4:33 AM
                      one issue is that the slot_surface buffer only has 2-byte alignment
                      4:33 AM
                      and when using intrinsics you generally need to align as much as possible
                      4:36 AM
                      that doesn't seem like the issue because st1 doesn't require extra alignment (edited)
                      4:37 AM
                      (but you should change your intrin store to _mm_storeu_si128)
                      4:43 AM
                      actually the context is kind of weird
                      4:43 AM
                      0x1825e78 <+1736>: mov w1, w8 0x1825e7c <+1740>: mov x0, x19 0x1825e80 <+1744>: bl 0x18215fc <_ZN6Common13ScratchBufferIN5Tegra6Host1x5PixelEEixEm> 0x1825e84 <+1748>: ldr q0, [sp, #272] => 0x1825e88 <+1752>: str q0, [x0] 0x1825e8c <+1756>: ldur w8, [x29, #-244] 0x1825e90 <+1760>: ldur w9, [x29, #-248] 0x1825e94 <+1764>: add w8, w8, w9 0x1825e98 <+1768>: add w8, w8, #0xa 0x1825e9c <+1772>: mov w1, w8 0x1825ea0 <+1776>: mov x0, x19 0x1825ea4 <+1780>: bl 0x18215fc <_ZN6Common13ScratchBufferIN5Tegra6Host1x5PixelEEixEm> 0x1825ea8 <+1784>: ldr q0, [sp, #256] 0x1825eac <+1788>: str q0, [x0] 0x1825eb0 <+1792>: ldur w8, [x29, #-244] 0x1825eb4 <+1796>: ldur w9, [x29, #-248]
                      4:43 AM
                      it calls the index operator but the value it returns is protected?
                      4:44 AM
                      I assume it must be a buffer overflow then
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                      Unaligned are slower
                      4:47 AM
                      It should all be aligned. The buffers should be aligned
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                      the alignment of Pixel is 2 bytes
                      4:47 AM
                      the scratch buffer is an array of Pixel
                      4:47 AM
                      but that's not the issue in this case anyway
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                      What is the issue
                      Avatar
                      access error
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                      Pharynx
                      0x1825e78 <+1736>: mov w1, w8 0x1825e7c <+1740>: mov x0, x19 0x1825e80 <+1744>: bl 0x18215fc <_ZN6Common13ScratchBufferIN5Tegra6Host1x5PixelEEixEm> 0x1825e84 <+1748>: ldr q0, [sp, #272] => 0x1825e88 <+1752>: str q0, [x0] 0x1825e8c <+1756>: ldur w8, [x29, #-244] 0x1825e90 <+1760>: ldur w9, [x29, #-248] 0x1825e94 <+1764>: add w8, w8, w9 0x1825e98 <+1768>: add w8, w8, #0xa 0x1825e9c <+1772>: mov w1, w8 0x1825ea0 <+1776>: mov x0, x19 0x1825ea4 <+1780>: bl 0x18215fc <_ZN6Common13ScratchBufferIN5Tegra6Host1x5PixelEEixEm> 0x1825ea8 <+1784>: ldr q0, [sp, #256] 0x1825eac <+1788>: str q0, [x0] 0x1825eb0 <+1792>: ldur w8, [x29, #-244] 0x1825eb4 <+1796>: ldur w9, [x29, #-248]
                      see assembly context
                      4:49 AM
                      the store is out of bounds
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                      Maide
                      What is the issue
                      do you not need to align out_luma_width to 16 bytes when resizing the buffer?
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                      What do you mean?
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                      64 actually not 16
                      4:55 AM
                      it's because you always write out in multiples of 64 bytes
                      4:55 AM
                      but only in the hardware path
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                      It has to be the correct size or you'll break other frames
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                      in the software path you write the calculated size
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                      What width is the video?
                      4:56 AM
                      You're saying it's not a multiple of the pixel writes?
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                      I cannot tell from this stack dump
                      4:57 AM
                      I have the game, let me see if the video is loose in romfs
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                      If you have it, can you not just get the crash and check?
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                      I don't know how to play
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                      Based
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                      Well what you can do to test it, is just align down the width to a multiple of however many pixels I'm writing
                      4:59 AM
                      And just see if that avoids it
                      4:59 AM
                      Given that it died trying to write pixel 8 it makes it seem like the width was xx8
                      Avatar
                      hm. So cheat files are typically named after the buildid of the binary it patches (main, sdk, whatever). But there's no way to know what the build ids for a game is unless it's running (or enough happens that they can be extracted). So in theory, it's possible to have cheat files that won't work because they won't match a buildid around, and no way to distinguish them in the UI
                      5:14 AM
                      I could decode them all, but there may be dupes across the different files with different build ids.
                      5:14 AM
                      I could dedupe those, but that'd be confusing if some buildids had cheats in the file that others did not.
                      5:14 AM
                      (this is all in the context of "the game's not currently running")
                      5:16 AM
                      Or i could explicitly say "cheats for buildid" but no user is really going to understand what that means
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                      Avatar
                      Maide
                      Well what you can do to test it, is just align down the width to a multiple of however many pixels I'm writing
                      overaligning slot_surface and output_surface fixed the bug for the user
                      5:31 AM
                      @@ -123,7 +125,7 @@ void Vic::Execute() { auto output_width{config.output_surface_config.out_surface_width + 1}; auto output_height{config.output_surface_config.out_surface_height + 1}; - output_surface.resize_destructive(output_width * output_height); + output_surface.resize_destructive(Common::AlignUp(output_width * output_height, 128)); if (Settings::values.nvdec_emulation.GetValue() == Settings::NvdecEmulation::Off) [[unlikely]] { // Fill the frame with black, as otherwise they can have random data and be very glitchy. @@ -194,7 +196,7 @@ void Vic::ReadProgressiveY8__V8U8_N420(const SlotStruct& slot, out_luma_height *= 2; } - slot_surface.resize_destructive(out_luma_width * out_luma_height); + slot_surface.resize_destructive(Common::AlignUp(out_luma_width * out_luma_height, 128)); const auto in_luma_width{std::min(frame->GetWidth(), static_cast<s32>(out_luma_width))}; const auto in_luma_height{std::min(frame->GetHeight(), static_cast<s32>(out_luma_height))};
                      Avatar
                      Can't do that
                      5:32 AM
                      I said the other way to fix it which is what we should do.
                      Avatar
                      nothing depends on the size of the scratch buffer
                      5:34 AM
                      but yes this should not be the way it is fixed
                      5:34 AM
                      it should be fixed by not writing out of bounds in the first place
                      5:35 AM
                      and it seems pretty clear to me that it can, the worst case is when out_luma_width % 16 == 1
                      5:35 AM
                      since then it writes up to 15 pixels out of bounds
                      Avatar
                      I don't think any videos will have a width of 1
                      Avatar
                      in this loop header for (s32 x = 0; x < in_luma_width; x += 16) { the code advances by 16 pixels at a time, but the actual amount of pixels to store may need to be less than 16
                      5:38 AM
                      I said it should be aligned down
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                      won't you lose stores at the end then?
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                      No, I mean you handle the last few pixels afterwards ofc
                      5:39 AM
                      They can use the decode linear stuff
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                      maybe you can handle that as I'm not intricately familiar with these algorithms
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                      Well all the code is there already, it's just copy-pasting DecodeLinear for the end
                      5:40 AM
                      const auto alpha{static_cast<u16>(slot.config.planar_alpha.Value())}; for (s32 y = 0; y < in_luma_height; y++) { const auto src_luma{y * in_luma_stride}; const auto src_chroma{(y / 2) * in_chroma_stride}; const auto dst{y * out_luma_stride}; for (s32 x = 0; x < in_luma_width; x++) { slot_surface[dst + x].r = static_cast<u16>(luma_buffer[src_luma + x] << 2); // Chroma samples are duplicated horizontally and vertically. if constexpr (Planar) { slot_surface[dst + x].g = static_cast<u16>(chroma_u_buffer[src_chroma + x / 2] << 2); slot_surface[dst + x].b = static_cast<u16>(chroma_v_buffer[src_chroma + x / 2] << 2); } else { slot_surface[dst + x].g = static_cast<u16>(chroma_u_buffer[src_chroma + (x & ~1) + 0] << 2); slot_surface[dst + x].b = static_cast<u16>(chroma_u_buffer[src_chroma + (x & ~1) + 1] << 2); } slot_surface[dst + x].a = alpha; } }
                      5:40 AM
                      Instead of x/y = 0, just carry them over (edited)
                      5:40 AM
                      Or I can do it, I just can't test it tho
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                      if you do it and then send a patch, I can make a test build of course
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                      Don't have an updated build to really test it, but hopefully this works
                      5:48 AM
                      2.32 KB
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                      it did apply cleanly but you only did it for the one
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                      Actually I only want it on the last line
                      5:49 AM
                      Where's the other one?
                      5:49 AM
                      I only saw the error in read
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                      the one that writes to output_surface
                      5:49 AM
                      WriteY8__V8U8_N420
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                      That's aligned to 8
                      5:50 AM
                      It should be fine?
                      5:50 AM
                      Oh actually I guess not for Luma
                      5:53 AM
                      Can prefetch crash?
                      5:53 AM
                      With invalid memory?
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                      Why didn't that error then?
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                      because the out of bounds pages were read-only instead of unmapped
                      5:59 AM
                      I'm not sure why that was the case
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                      building
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                      Make sure you use the one I just posted now, I dleted it a few times cause I left some debug stuff in which was wrong
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                      ok, rebuilding
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                      I tested both functions using just the linear parts at the end and the videos work, so the linear parts should be fine
                      6:11 AM
                      The prefetches are still a problem if it's really true that it crashes on unmapped memory, because they grab the next cache lines
                      6:13 AM
                      If it's true that the buffer sizes are not relied on anywhere, you can add the over-sizing as well if you want
                      6:13 AM
                      Which would be a better solution if that's the case
                      6:13 AM
                      Add a comment though that you can't rely on it
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                      right but the prefetching happens on the input buffers
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                      Blend and write it's done on the scratch buffers
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                      you can avoid prefetching out of bounds without adding branches by clamping the value
                      6:15 AM
                      prefetch for the same address that was just fetched in-bounds has no problems
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                      Clamp is a branch if you mean via min or something
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                      on arm it's cmp + csel
                      6:20 AM
                      on x86 you can do it with cmov
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                      Yeah cmov/csel are worse than branches apparently (edited)
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                      I assume the compiler makes this optimization where applicable
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                      Maide
                      Yeah cmov/csel are worse than branches apparently (edited)
                      not anymore, it uses the predicated version when building for modern cpu architectures
                      6:21 AM
                      skylake+ have it enabled in gcc
                      6:21 AM
                      however
                      6:21 AM
                      it is also worth noting that branches which are not taken are basically free
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                      Just googling a bit, apparently the ternary is better for unpredictable conditions, but branches are better for predictable conditions
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                      and that's true for way longer than skylake has been around
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                      They're not free, since the CPU will execute code from both paths and then discard it.
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                      no that's only for predicated instructions
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                      That's work that could've been done on something not thrown away
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                      for non-taken branches the predictor will almost always correctly assume the taken path
                      6:23 AM
                      and by almost always I mean more than 99% of the time
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                      I can't find anything about whether prefetch causes a fault anyway
                      6:32 AM
                      need to fix Vic::WriteABGR
                      6:32 AM
                      this time it crashed in a load instruction
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                      I thought it was writing YUV you said
                      6:34 AM
                      RGB is harder to do, I did look at it
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                      @KIMCHI did it crash in the same spot as before?
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                      weird
                      6:36 AM
                      oh is it because I had already overaligned the scratch buffer
                      6:36 AM
                      that would explain it
                      Avatar
                      What do you mean?
                      6:40 AM
                      Here's RGB
                      5.76 KB
                      Avatar
                      I'm going to bed, it'll have to wait
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      tested -5cd9627ae/ a9e31e726

                      Description of Issue

                      I have tested the game with the latest 2 nightly builds and with the latest EA build 86d26914a. I doesn't freeze with the EA build but it does with the nighties. There is nothing one can do once the game freezes, music keeps playing but the image is frozen. You can stop the emulation, but the app goes in a loop of shutting d...
                      Avatar
                      @Maide I wouldn't care too much for predicated instructions unless you have a mega loop with a branch that's a random 50% in the middle. They are quite useful in GPUs due to SIMT but for CPUs, only special cases can really make good use of them.
                      Avatar
                      Avatar
                      Blinkhawk
                      @Maide I wouldn't care too much for predicated instructions unless you have a mega loop with a branch that's a random 50% in the middle. They are quite useful in GPUs due to SIMT but for CPUs, only special cases can really make good use of them.
                      We have that
                      9:04 AM
                      I was wondering how bad it is and if it should be changed
                      9:04 AM
                      Can't CPUs predict a constant true/false?
                      Avatar
                      Can you show me the code?
                      9:31 AM
                      @Maide
                      9:32 AM
                      The specific block*
                      10:02 AM
                      I was considering taking it out earlier, but I don't know what difference it makes.
                      Avatar
                      why not inverse the loop?
                      10:37 AM
                      nvm, due to prefetch i guess
                      Avatar
                      It's on y and remains the same for all the x iterations at least
                      10:40 AM
                      So it shouldn't be too bad
                      10:40 AM
                      1920/16 iterations where it stays the same for example
                      10:40 AM
                      For 1080p video
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Build 1726

                      Description of Issue

                      Hello, Since update, TOWERFALL no longer works since the update. Before, It worked well, I even finished it. How to fix it - i have update 1.4.1.6 of game

                      Expected Behavior

                      Crash on loading Menu

                      Reproduction Steps

                      Launch and crash

                      Log File

                      No Log file

                      System Configuration

                      CPU: i7-8800 GPU/Driver: GTX 1060 RAM: 8Go OS:...
                      Avatar
                      Avatar
                      Maide
                      Here's RGB
                      user reports fixed
                      2:29 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 269

                      Description of Issue

                      The gane now crashes during movement tutorial screens, aquí un ejemplo https://github.com/yuzu-emu/yuzu/assets/4172898/e11ea647-c7ad-438b-9534-d446f05b8844 It also happens when starting a new game, in one of the screens shown during the tutorial in the battle with Piccolo

                      Expected Behavior

                      that doesn't crash the game ### Reproduction...
                      Avatar
                      The texture cache intentionally generates invalid device addresses for gpu mappings it cannot resolve: https://github.com/yuzu-emu/yuzu/blob/f9bfdb15559c7ce447151162af61cc69efcbec01/src/video_core/texture_cache/texture_cache.h#L1355-L1357 Tracking these will lead to a crash, so don't do that. "Fixes" #13169
                      Avatar
                      Build Notification BOT 2/26/2024 5:45 PM
                      Build #20240226.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      5:46 PM
                      Build #20240226.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/26/2024 5:55 PM
                      Build #20240226.5 part of pipeline yuzu patreon stage1 failed.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Early access 86d26914a

                      Description of Issue

                      While I'm playing, the FPS usually drops to 0.0, and the game either exits or simply stays at 0.0 indefinitely.

                      Expected Behavior

                      https://youtu.be/C8M4an0DALI

                      Reproduction Steps

                      Just playing normally

                      Log File

                      yuzu_log.txt

                      System Configuration

                      CPU:Sn...
                      🦉 6
                      Avatar
                      that's not a force close
                      Avatar
                      and also definitely didnt search for existing issues
                      Avatar
                      ...of course they did not
                      Avatar
                      great teamwork 🤝
                      🤝 6
                      Avatar
                      I hid my own comment
                      Avatar
                      Congrats
                      7:01 PM
                      Another clown taken down
                      Avatar
                      what do you want to do
                      10:41 PM
                      which issues/bugs? or for performance, did you have a target?
                      Avatar
                      These have no good reason to be there, so I made them class members instead. Also ports https://github.com/citra-emu/citra/pull/7463 from Citra.
                      Avatar
                      Original message was deleted or could not be loaded.
                      Narr the Reg 2/26/2024 11:38 PM
                      What kind of bug do you like. GPU, frontend, services, networking? I personally would like to have this fixed https://github.com/yuzu-emu/yuzu/issues/2764
                      When deleting a mod from the %yuzudir%/load/titleID directory, the mod will still show as installed in the yuzu window.
                      11:40 PM
                      Is a cache issue
                      Avatar
                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 2/26/2024 11:41 PM
                      This would be such a nice QoL fix YaePray
                      Avatar
                      Avatar
                      Narr the Reg
                      What kind of bug do you like. GPU, frontend, services, networking? I personally would like to have this fixed https://github.com/yuzu-emu/yuzu/issues/2764
                      im with you on that one dogger (edited)
                      Avatar
                      Avatar
                      Narr the Reg
                      What kind of bug do you like. GPU, frontend, services, networking? I personally would like to have this fixed https://github.com/yuzu-emu/yuzu/issues/2764
                      This is just "fixed" by reinstalling any update or DLC though, right?
                      Avatar
                      Narr the Reg 2/27/2024 12:16 AM
                      Yes but that's because installing update clears the cache
                      Avatar
                      GoldenX86_64 2/27/2024 12:18 AM
                      wait, this would mean my game list will take 30 seconds to load after removing mods too
                      12:18 AM
                      faster game list loading when
                      Avatar
                      gaia wen
                      Avatar
                      Narr the Reg 2/27/2024 12:19 AM
                      Should be way faster since we are only checking if a file exist. Not actually parsing game data
                      Avatar
                      GoldenX86_64 2/27/2024 12:19 AM
                      say that to my huge game list
                      Avatar
                      Narr the Reg 2/27/2024 12:19 AM
                      I suffer from that too. It loads slow even with cache
                      Avatar
                      yeah same here
                      12:21 AM
                      tho its way worse on mobile lol
                      Avatar
                      Narr the Reg 2/27/2024 12:23 AM
                      My phone can't hold 1TB worth of games so it's doing alright
                      Avatar
                      oh neither can mine but it can support external storage :P
                      Avatar
                      android file system is very bad though
                      Avatar
                      GoldenX86_64 2/27/2024 12:31 AM
                      yeah that one is on android
                      Avatar
                      (Harmless) buffer overflow in xts storage and use-after-free in server manager (oops) Rest is surprisingly clean but requires use of detect_stack_use_after_return=false or it inserts poison bytes into kernel data structures which live on the stack.
                      Avatar
                      Can't we reduce the number of scans Android yuzu does to check for file changes?
                      12:40 AM
                      It kind of infuriates me when I go to my games list and they all start blinking
                      Avatar
                      it should just not take 4 years to load them all
                      12:42 AM
                      skyline loads them all instantly and it uses SAF too doesn't it?
                      Avatar
                      Does the Android gamelist go through Loader or is it its own thing? (edited)
                      Avatar
                      both frontends currently have unique ways of enumerating the game list
                      12:48 AM
                      t895 is working on a unification project last I heard
                      12:49 AM
                      but the basic process is it goes through everything that could be a game, and then tries to find meta ncas inside them that point to an application
                      12:49 AM
                      and then loads the control data pointed to by the meta to get the title and icon
                      Avatar
                      i can go do a comparison between the 2 Hmm
                      Avatar
                      It will be faster on Skyline, there's no doubt
                      1:01 AM
                      It's the code that's going to matter
                      Avatar
                      oh yeah its not even a fight
                      1:05 AM
                      from a force close into reopening it takes yuzu 1:38 to load my games list and skyline does it in under 2 seconds dogger
                      1:20 AM
                      yuzu needs a better cache i guess
                      Avatar
                      GoldenX86_64 2/27/2024 1:21 AM
                      i got a 2tb nvme to reduce this to 30 seconds on desktop
                      1:21 AM
                      it was hell with an hdd
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                      I can't believe it takes 30 seconds for you
                      1:25 AM
                      I have a lot of games by now and it still takes about a second to boot qt
                      Avatar
                      define lot
                      Avatar
                      Avatar
                      gidoly
                      define lot
                      10 Keepo
                      Avatar
                      ok I fixed one of the biggest offenders for android game list perf but there are still more
                      👀 3
                      1:27 AM
                      some stuff which should not be causing issues but is
                      Avatar
                      Is it Mali?
                      Avatar
                      @Pharynx windows moment
                      1:36 AM
                      For me it also takes like 15 seconds to boot
                      Avatar
                      Moves some GPU settings and reworks confusing CPU debug behavior.
                      Avatar
                      the android game list code is actually mostly responsible for this mess
                      1:42 AM
                      I am pleased to report that the issues on desktop are just general vfs fuckery and the android issues are more specific
                      Avatar
                      1. Not necessary to record the parent directory for offset files as we never care about the parent. 2. When enumerating a directory to get the file sizes we also happen to know the name of the parent directory and don't have to look it up again. 3. Check the most common file types first in the loader to increase the chances of early termination.
                      Avatar
                      ayymd
                      2:15 AM
                      does intel support d24?
                      2:16 AM
                      literally everyone supports it except amd
                      2:16 AM
                      pretty sure even powervr
                      Avatar
                      mali has d24
                      🇼 6
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      I would like to see an in-emulator pause menu/overlay for tweaking game settings, pausing emulation, state saving, exiting a game, and exiting the emulator, similar to what PCSX2 does. https://pasteboard.co/T1IaO3TaYDaV.png

                      Why would this feature be useful?

                      For my emulation library, I mostly use RetroArch which is convenient to use with a controller. I use the Gu...
                      Avatar
                      imgui
                      PepePriest 6
                      Avatar
                      Savestates mentioned livereaction
                      Avatar
                      You what now?
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                      dont worry Sip
                      Avatar
                      Avatar
                      Moonlacer
                      You what now?
                      for easier debugging with android studio i assume (edited)
                      Avatar

                      Issue

                      When i use qualcomm drivers my games are crashing and its needed to some games so it can be booted but other games can run with turnip driver not Qualcomm driver.How do i fix this? Yuzu Android Snapdragon712
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline

                      Description of Issue

                      pokemon legend acreus crash in exynos / mali when opening

                      Expected Behavior

                      Crash while opening game

                      Reproduction Steps

                      Crash while opening game

                      Log File

                      Crash while opening game

                      System Configuration

                      CPU:Exynos 1280 GPU/Driver: RAM: 8 gb OS: Oneui 6 ![maxresdefault](https://github.com/yuzu-emu/yuzu/assets/161447545/856ac0...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      android-271

                      Description of Issue

                      Pokemon acreus crashes and Mario odessy crash after second bosses defeat

                      Expected Behavior

                      Pokemon acreus crashes and Mario odessy crash after second bosses defeat

                      Reproduction Steps

                      yuzu_log (1).txt

                      Log File

                      [yuzu_log (1).txt](https://github.com/yuzu-emu/yuzu/f...
                      Avatar
                      Xbyak hasn't been updated for 2 years and it seemed important to me to do so. This new version adds optimizations and fixes bugs.
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      mali moment
                      Avatar
                      Build Notification BOT 2/27/2024 2:40 PM
                      Build #20240227.1 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/27/2024 2:41 PM
                      Build #20240227.2 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/27/2024 2:42 PM
                      Build #20240227.3 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/27/2024 2:43 PM
                      Build #20240227.4 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:44 PM
                      Build #20240227.5 part of pipeline yuzu patreon stage1 was manually stopped.
                      2:45 PM
                      Build #20240227.6 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar
                      Build Notification BOT 2/27/2024 5:27 PM
                      Build #20240227.7 part of pipeline yuzu patreon stage1 was manually stopped.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      100 - latest

                      Description of Issue

                      The phone will crash and restart the phone during the course intro cutscene or the race start countdown. This only happens when using Turnip Drivers.

                      Expected Behavior

                      Start the race normally.

                      Reproduction Steps

                      Start a race

                      Log File

                      yuzu_log.txt ### System Conf...
                      9:22 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Request: provide github organisation export (with just the public data of course). git clone --mirror only includes the git repo, not issues, PRs etc.

                      Why would this feature be useful?

                      In case of a takedown request.
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Yuzu 1728

                      Description of Issue

                      After either watching or skipping the first cutscene and loading into the first battle, the screen stay black and only the music starts. Then i only have 0 FPS and it doesn't continue onward. The only thing that I have found to make the game gain FPS again is very strange. When I start scrolling in my Taskmanager the game starts to run again but o...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Yuzu Team long spit on Windows 7 hold-outs who refused regressive spyware like 10 or 11 just to use your emulator. You guys didn't just discontinue customer support, like Ryujinx which still works. You went out of your way to sabotage operation of Yuzu on 7, making small changes you knew broke compatibility without leaving former fallbacks in place, silencing discussions ...
                      Avatar
                      GoldenX86_64 2/28/2024 4:52 AM
                      win7ards
                      Avatar
                      someone angry cause yuzu doesnt work on windows7 😭
                      Avatar
                      nah you didnt just hit them with the linux comment KekW
                      4:55 AM
                      wouldnt even surprise me if it was yosho
                      Avatar
                      GoldenX86_64 2/28/2024 4:55 AM
                      nah' it's an older pc only yosho equivalent
                      Avatar
                      Yosho was actually nintendo ninja
                      Avatar
                      actually it cant be yosho
                      Avatar
                      the sentences are too correct
                      ☝️ 5
                      Avatar
                      Made that account just for that, nice
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Last Buil 273

                      Description of Issue

                      To the attention of the Team; Yuzu for Android. From an in-depth analysis of the installation package of the latest build 273 of Yuzu for Android, there appears to be a probable inconsistency in the IP addresses assigned. The IPs in question, for which and with which the Yuzu application for Android communicates with the cloud, are the foll...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      I've tested all the builds from the 260 to the 273 (I've never used yuzu before 260)

                      Description of Issue

                      If I start a new campaingn, the fog of war is rendered correctly. But if I save the game and then realod it, the fog of war is not rendered correctly (the fog is rendered just in part as it was water). This glitch made a perfectly emulated game unplayable (everything else is r...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      All

                      Description of Issue

                      In that case I will save the yuzu .exe and apk on Archive.org

                      Expected Behavior

                      .d

                      Reproduction Steps

                      Archive Yuzu to avoid losing switch emulation

                      Log File

                      .d

                      System Configuration

                      CPU:Helio G37 GPU/Driver:PowerVR GE8320 RAM:6 OS:Android
                      Avatar

                      Issue

                      Pocket Jockey ride on jeep crashing right after tutorial, before the first race, can anyone help pls?
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Long live emulation.

                      Why would this feature be useful?

                      I have nothing else to add
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1729

                      Description of Issue

                      Upon going back to the main menu after playing a song, I got a screen that said Connecting... with a loading wheel which did not end. I restarted the game and now after the logos play the game stays on a black screen at full speed. I usually don't go back to the menu before closing so this might have been broken for a while, but the logs mention ...
                      Avatar
                      ngl, sounds like a spec issue dogger theyre on an 11 year old cpu welp, can reproduce on modern hardware anyway so yeah (edited)
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Last Mainbuild

                      Description of Issue

                      I use yuzu on batocera since a few year Monday, i have install .wine game - i don't know if it's in relation But now impossible to:
                      • launch game - the loading bar begin and crash : no game
                      • go one yuzu menu (F1): crash

                        Expected Behavior

                        I have erase all of yuzu
                      I have reinstall it (batocera.pro | bash + firmware 17.0.1 + bios/sy...
                      Avatar

                      Issue

                      Is there an existing issue for this? I have searched the existing issues Affected Build(s) Last Mainbuild Description of Issue I use yuzu on batocera since a few year Monday, i have install .wine game - i don't know if it's in relation But now impossible to: launch game - the loading bar begin and crash : no game go to yuzu menu (F1): crash
                      Avatar
                      Avatar
                      GitHub
                      Click to see attachment 🖼️
                      wrong template and no useful data like logs and stuff
                      Avatar
                      zhaowenlan1779 3/1/2024 4:28 AM
                      aw i think i need to add a command to remove the trailing whitespaces
                      Avatar
                      zhaowenlan1779 3/1/2024 7:22 AM
                      oh well the Arabic translation for android seems problematic because it did not seem to terminate a CDATA properly
                      7:22 AM
                      i've reverted it for now
                      Avatar
                      GitHub BOT 3/1/2024 7:55 AM

                      Issue

                      I followed the tutorial to add the mod downloader into yuzu, and when I ran it all the mods downloaded. However, when I open yuzu and right click there are no mods available for any games. All my paths/directories are set correctly so I am not sure what I am doing wrong. And as far as I can tell the mods are all compatible with the patches I have installed as well. ![Yuzu Mod Downloader 3_1_2024 2_55_30 AM](https://github.com/yuzu-emu/yuzu/assets/161813784/e65bf55d-7848-454f-9dcd-...
                      Avatar
                      GitHub BOT 3/1/2024 3:31 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      From mainline-0-1729 to (tbd)

                      Description of Issue

                      2 players LAN Play mode in Mario Kart 8 Deluxe doesn’t work anymore since mainline-0-1729 (it still worked in mainline-0-1728). When selecting 2 player on LAN Play mode, the game shows the mii selection screen and freeze with sound still on.

                      Expected Behavior

                      The game should let the player choose the 2nd Mii and then shou...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android 276

                      Description of Issue

                      !Screenshot_20240302-112447~2 Text and icon in the red square should only visible if there where no search results. At the moment it's hidden if there are no search results and visible if there are any. The logic is inverted.

                      Expected Behavior

                      Inverte...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Website

                      Description of Issue

                      If you go to the mods page on the website it just won't let you download most of them due to the files expiring

                      Expected Behavior

                      That the file downloads normally

                      Reproduction Steps

                      Try to download the 60fps mod for Pokemon Sword

                      Log File

                      N/A

                      System Configuration

                      Not applicable, I use Arc Browser, but that doesn't mean anything ...
                      Avatar
                      GitHub BOT 3/3/2024 5:41 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Android v244 ++ (245 and so on until v277)

                      Description of Issue

                      Compared to version andorid v244, the performance is 35% worse, from full speed 30 fps to even 20 fps in exact same spots same settings. But the downside of version v244 is that it has a 0.0 fps bug. I've never experienced the 0.0 fps bug in v277, perhaps because I haven't played it for long enough ![Screenshot_20...
                      Avatar
                      GitHub BOT 3/4/2024 9:31 AM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      Be like children, born into existence Be like children who look at existence Be like children, who listen to existence Be like children who touch existence Never let your smile be dimmed Be like suns, like stars, like comets Comets of smiles and hope

                      Why would this feature be useful?

                      Be like the rock,
                      • continue your journey with firmness and pr...
                      Avatar

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      What feature are you suggesting?

                      (the only feature request i could find is from 4 years ago #3750 ) basically the ability to dump video, creating a non real time full speed video, always capped at the game's original framerate, so that when opening the video it is like if it was recorded on real hardware

                      Why would this feature be useful?

                      useful for recording TASes (not so much since lackluster too...
                      Avatar
                      GitHub BOT 3/4/2024 1:57 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1733

                      Description of Issue

                      Mario Kart 8 Deluxe crashes when running with Vulcan before even finishing the loading. When using Open GL it runs as usual. This is the last screen I see, when it crashes: !2024-03-0414-53-00_yuzu_1733__Mario_Kart_8_Deluxe(32-Bit)3 0 0NV_eOPV ###...
                      Avatar
                      GitHub BOT 3/4/2024 3:34 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline latest

                      Description of Issue

                      I updated yuzu on friday and from now on everyday and mario kart 8 deluxe freezes on character selection. The Audio runs, but the video freezes. I am on a steamdeck and on my friends steam deck it stopped working too. Please fix this.

                      Expected Behavior

                      It works just like before

                      Reproduction Steps

                      Start the game, go to multiplayer...
                      Avatar
                      GitHub BOT 3/4/2024 5:42 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline 1734

                      Description of Issue

                      When creating a new mii using the editor you are prompted to select a gender doing so will freeze the editor.

                      Expected Behavior

                      The editor should continue as it does on the original console

                      Reproduction Steps

                      install setup yuzu with firmware 17.0.0.1 & it's keys start the mii editor create a mii select a gender at this point the...
                      Avatar
                      GitHub BOT 3/4/2024 6:31 PM

                      Is there an existing issue for this?

                      • [X] I have searched the existing issues

                      Affected Build(s)

                      Mainline from playstore

                      Description of Issue

                      The screen is heptic with no characters as in the screenshots and I am using the latest Qualcomm GPU drivers and Oneplus 12... !Screenshot_2024-03-04-23-47-14-93_ff30e97793d7c52fedd433a73d8d09b9 ![Screenshot_2024-03-04-23-47-07-45_ff30e97793d7c52...
                      🤣 7
                      🇫🇷 1
                      Avatar
                      anyone got an another discord server set up to continue development somewhere?
                      👎 9
                      👍 56
                      🤡 7
                      🇫🇷 2
                      Avatar
                      I wish all of you developers and this great community the best and hope to see you in the gaming industry with whatever comes next. See you then 👋
                      👍 88
                      🤡 6
                      peepoClown 1
                      🇱 1
                      🇫🇷 1
                      😭 2
                      ❤️ 1
                      Avatar
                      Likewise, it's been a blast seeing this emulator progress to where it has. I wish you all luck on whatever career or projects you choose to pursue next ❤️
                      👍 78
                      🤡 4
                      🇫🇷 1
                      😭 1
                      Avatar
                      GoldenX86_64 3/4/2024 7:34 PM
                      thank you everyone, this has been one hell of a ride and i enjoyed it to the end
                      👍 98
                      🤡 6
                      🇫 25
                      🇺 24
                      🇨 24
                      🇰 24
                      🇳 22
                      🇮 22
                      🇹 23
                      🇪 22
                      🇩 22
                      🅾️ 23
                      🇫🇷 1
                      Avatar
                      King Kevin 3/4/2024 7:36 PM
                      I can only repeat, thank you everyone. What has been achieved together is incredible. I wish you all the best, I will miss this project a lot. ❤️ (edited)
                      👍 75
                      😭 4
                      🤡 4
                      🇫🇷 2
                      🇱 1
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                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 3/4/2024 7:39 PM
                      Thanks for being pog everyone, you're all so amazing and it's something that won't be forgotten MikuHeart
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                      GoldenX86_64 3/4/2024 7:41 PM
                      one last time That's all, folks!
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                      It's been a pleasure working with everyone here. Developers, testers, and the community at large have been wonderful and I'll never forget the time that I spent here. Thank you, truly.
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                      Thank you for your hardwork! good luck in your future endeavors! Heart
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                      GoldenX86_64
                      one last time That's all, folks!
                      ᗩᒪIᑕIᗩᗷᑌᖇᖇITO ツ 3/4/2024 7:42 PM
                      And of course thank you to all of the yuwu-zers who stuck with us pichuHeart
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